The Monsters

Monsters: The creatures presented here are meant to be a substantial example of the adversaries your characters might encounter. Be aware, not all of them are necessarily enemies or have negative intentions.

More civilized creatures will have their own individual ethical and moral conduct, and even within the same group of adversaries, some might be more hostile or simply indifferent.

Use the peculiarities and uniqueness of the creatures to create encounters that are not predictable and challenging from a tactical perspective. Don’ **t be obvious but also don’ **t be absurd in your choices; there must always be coherence when selecting creatures.

Amon Goth: Control is power. This is power.

Oskar Schindler: Is that why they fear us?

Amon Goth: We have the power to kill. That’ **s why they fear us.

Oskar Schindler: They fear us because we have the power to kill arbitrarily. A man commits a crime, he should have thought about it, we have him killed and we feel better. Or we kill him ourselves and we feel even better. But this isn’ **t power! This is justice, it’ **s different from power. Power is when we have every justification to kill, and we don’ **t.

Amon Goth: Is that power?

Oskar Schindler: That’ **s what the emperors had. A man steals something, he’ **s brought before the emperor, he throws himself down trembling, begging for mercy. He knows he’ **s going to die. And the emperor pardons him instead. That man, undeserving, lets him go free.

(Schindler’ **s List, Film, 1993)

Size/Type Large aberration, evil
Ability Str 5 Dex -1 Con 2 Int 4 Wis 2 Cha 4
Hit Points 199, Defense: 24, Initiative: +4
Movement 3 m, swim 12 m
S. Throws Fortitude +12, Reflex +9, Will +12
Spells immune to Illusion spells below 2nd level
Skills Awareness +10, History +12
Senses Darkvision 36m
Languages Aquan, telepathy 36 m
Challenge 10 (5900 XP)

Amphibious. The aboleth can breathe air and water.

Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 1 meter of it must make a Fortitude saving throw DC 24. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Probing Telepathy. If a creature communicates telepathically with the aboleth and the aboleth can see the creature, the aboleth learns the creature’ **s greatest desires.

ActionsMultiattack. The aboleth makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +10 to hit, reach 3 m, one target.

Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a Fortitude saving throw DC 24 or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’ **s skin becomes translucent and slimy, the creature can’ **t regain hit points unless it is underwater, and the disease can only be removed by heal or another disease-curing spell of 3rd level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Tail. Melee Weapon Attack: +9 to hit, reach 3 m, one target.

Hit: 15 (3d6 + 5) bludgeoning damage.

Enslave (3/Day). The aboleth targets one creature it can see within 9 meters of it. The target must succeed on a Will saving throw DC 24 or be magically charmed by the aboleth until the aboleth dies or until the aboleth and the target are on different planes of existence. The charmed target is under the aboleth’ **s control and can’ **t take reactions. The aboleth and the target can communicate telepathically with each other over any distance.

Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1.5 kilometers away from the aboleth.

Bonus Actions

The aboleth can take 3 bonus actions, chosen from the options below. It can use only one bonus action option at the end of another creature’ **s turn. The aboleth regains expended bonus actions at the start of its turn.

Detect. The aboleth makes a Awareness check.

Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) damage, and the aboleth regains hit points equal to the damage the creature takes.

Tail Swipe. The aboleth makes one tail attack.

| Ecology | | — | Environment: Any Aquatic

Organization: Solitary, pair, brood (3-6), or shoal (7-19) | Treasure Category: F | | Description |

As their primitive appearance suggests, aboleths are among the oldest life forms in the world. An aboleth is 7 meters long and weighs about 3.2 tons. Aboleths dwell at the bottom of the seas in their vast cities, served by countless slaves.

Adult Black Dragon

Size/Type Huge dragon, evil
Ability Str 6 Dex 2 Con 5 Int 2 Wis 1 Cha 3
Hit Points 338, Defense: 36, Initiative: +2
Movement 12 m, climb 12 m, fly 24 m
S. Throws Fortitude +22, Reflex +19, Will +18
Skills Stealth +7, Awareness +11
Dam. Imm. Acid
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 17 (18000 XP)

Corrosive gases. The dragon emits corrosive gases in a 3-meter radius that deal 1d6 acid damage per round.

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

ActionsMultiattack. The dragon can use its Frightful Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +14 to hit, reach 1 m, one target.

Hit: 13 (2d6 + 6) slashing damage, 1 Bleeding damage.

Tail. Melee Weapon Attack: +14 to hit, reach 5 meters, one target.

Hit: 15 (2d8 + 6) bludgeoning damage.

Bite. Melee Weapon Attack: +14 to hit, reach 3 m, one target.

Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

Frightful Presence. Each creature of the dragon’ **s choice within 36 meters of it and aware of its presence must succeed on a DC 30 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 18-meter line that is 1 meter wide. Each creature in that area must make a DC 30 Reflex Saving Throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Additional Actions

The dragon can take 3 Additional actions, chosen from the options below. It can use only one Additional option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 3 meters of the dragon must succeed on a DC 30 Reflex Saving Throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half of its flying movement.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes an Awareness check.

Enraged: The Adult Black Dragon can perform these actions at a cost of 2 Actions.

Focus: the creature breaks a mental effect on itself

Brutality: the creature attacks with unprecedented ferocity. +1d6 to Attack Roll, 1 automatic critical damage when it hits.

| Ecology | | — | Environment: Warm Swamps

Organization: Solitary | Treasure Category: D | | Description | | See Ancient Black Dragon Description. | | Spells | | This Dragon’ **s preferred spells are: | | - Animate Dead | | - Create Undead |

  • Bestow Curse

Adult Blue Dragon

Size/Type Huge dragon, evil
Ability Str 7 Dex 0 Con 6 Int 3 Wis 2 Cha 4
Hit Points 322, Defense: 33, Initiative: +3
Movement 12 m, burrow 12 m, fly 24 m
S. Throws Fortitude +22, Reflex +16, Will +18
Skills Stealth +5, Perception +13
Dam. Imm. Lightning
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 16 (15000 XP)

Electric discharge. the dragon emits magical electric discharges within a 3-meter radius that cause 1d6 lightning damage per round.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

ActionsMultiattack. The dragon can use its Frightful Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +14 to hit, reach 1 m, one target.

Hit: 14 (2d6 + 7) slashing damage, 1 Bleeding damage.

Tail. Melee Weapon Attack: +14 to hit, reach 5 meters, one target.

Hit: 16 (2d8 + 7) bludgeoning damage.

Bite. Melee Weapon Attack: +14 to hit, reach 3 m, one target.

Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Frightful Presence. Each creature of the dragon’ **s choice within 36 meters of it and aware of its presence must succeed on a DC 30 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself if it succeeds. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a line 27 meters long and 1 meter wide. Each creature in that line must make a DC 30 Reflex Saving Throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action option can be used at a time and only at the end of another creature’ **s turn. The dragon regains spent Legendary Actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 3 meters of the dragon must succeed on a DC 30 Reflex Saving Throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes a Perception check.

Enraged: The Adult Blue Dragon can perform these actions at a cost of 2 Actions.

Focus: the creature interrupts an ongoing mental effect on itself

Brutality: the creature attacks with unprecedented ferocity. +1d6 to Attack Roll, 1 automatic critical damage when it hits.

| Ecology | | — | Environment: Mountain peaks

Organization: Solitary | Treasure Category: E | | Description | | See Ancient Blue Dragon Description. | | Spells | | This Dragon’ **s preferred spells are: | | - Deadly Fog | | - Call Lightning |

  • Ice Storm

Adult Brass Dragon

Size/Type Huge dragon, good
Ability Str 6 Dex 0 Con 5 Int 2 Wis 1 Cha 3
Hit Points 262, Defense: 29, Initiative: +2
Movement 12 m, burrow 9 m, fly 24 m
S. Throws Fortitude +18, Reflex +13, Will +14
Dmg. Imm. Fire
Skills Stealth +5, Awareness +11, Deception +8, History +7
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 13 (10000 XP)

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

ActionsMultiattack. The dragon can use its Frightening Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +12 to hit, reach 1 m, one target.

Hit: 13 (2d6 + 6) slashing damage, 1 Bleeding damage.

Tail. Melee Weapon Attack: +12 to hit, reach 5 meters, one target.

Hit: 15 (2d8 + 6) bludgeoning damage.

Bite. Melee Weapon Attack: +12 to hit, reach 3 m, one target.

Hit: 17 (2d10 + 6) piercing damage.

Frightening Presence. Each creature of the dragon’ **s choice that is within 36 meters of the dragon and aware of it must succeed on a DC 26 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightening Presence for the next 24 hours.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Fiery Breath. The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 26 Reflex Saving Throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 26 Fortitude Saving Throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an Action to wake it.

Additional Actions

The dragon can take 3 Additional Actions, choosing from the options below. It can use only one Additional Action option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional Actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 26 Reflex Saving Throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes a Perception check.

Enraged: The Adult Brass Dragon can perform these actions at a cost of 2 Actions.

Focus: the creature interrupts an ongoing mental effect on itself

Brutality: the creature attacks with unprecedented ferocity. +1d6 to Attack Roll, 1 automatic critical damage when it hits.

| Ecology | | — | Environment: Hot Deserts

Organization: Solitary | Treasure Category: E | | Description | | Excellent conversationalists, brass dragons prefer to talk rather than fight. Brass dragons make their lairs near humanoid settlements, where they can hear the latest news and gossip. | | Spells | | This Dragon’ **s favorite spells are: | | - True Seeing | | - Legend Lore |

  • Scrying

Adult Bronze Dragon

Size/Type Huge dragon, good
Ability Str 7 Dex 0 Con 6 Int 3 Wis 2 Cha 4
Hit Points 303, Defense: 32, Initiative: +3
Movement 12 m, swim 12 m, fly 24 m
S. Throws Fortitude +21, Reflex +15, Will +17
Skills Stealth +5, Sense Motive +7, Awareness +12
Dmg. Imm. Lightning
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 15 (13000 XP)

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

ActionsMultiattack. The dragon can use its Frightening Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +13 to hit, reach 1 m, one target.

Hit: 14 (2d6 + 7) slashing damage, 1 Bleeding damage.

Tail. Melee Weapon Attack: +13 to hit, reach 5 meters, one target.

Hit: 16 (2d8 + 7) bludgeoning damage.

Bite. Melee Weapon Attack: +13 to hit, reach 3 m, one target.

Hit: 18 (2d10 + 7) piercing damage.

Frightening Presence. Each creature of the dragon’ **s choice that is within 36 meters of the dragon and aware of it must succeed on a DC 29 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightening Presence for the next 24 hours.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Lightning Breath. The dragon exhales lightning in a 27-meter line that is 1 meter wide. Each creature in that line must make a DC 29 Reflex Saving Throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 9-meter cone. Each creature in that area must succeed on a DC 29 Fortitude Saving Throw or be pushed 18 meters away from the dragon.

Change Shape. The dragon can magically transform into a humanoid or beast with a challenge rating no higher than its own, or back into its true form. It reverts to its true form when it dies. Any equipment it is wearing or carrying is absorbed or carried by the new form (the dragon’ **s choice).

In the new form, the dragon retains its Traits, Hit Points, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except for the new form’ **s additional Actions.

Additional Actions

The dragon can use 3 Additional Actions, choosing from the options below. It can use only one Additional Action option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional Actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 3 meters of the dragon must succeed on a DC 29 Reflex Saving Throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes an Awareness check.

Enraged: The Adult Bronze Dragon can perform these actions at a cost of 2 Actions.

Focus: the creature ends a mental effect currently affecting it

Brutality: the creature attacks with unprecedented ferocity. +1d6 to Attack Roll, 1 automatic critical hit when it hits.

| Ecology | | — | Environment: Temperate Coastal Areas

Organization: Solitary | Treasure Category: E | | Description | | Bronze dragons are known to ally with travelers and adventurers if the cause and reward are just and adequate | | Spells | | This Dragon’ **s preferred spells are: | | - Globe of Invulnerability |

  • Freedom of Movement

Adult Copper Dragon

Size/Type Huge dragon, good
Ability Str 6 Dex 1 Con 5 Int 4 Wis 2 Cha 3
Hit Points 281, Defense: 31, Initiative: +4
Movement 40 ft, climb 40 ft, fly 80 ft
S. Throws Fortitude +19, Reflex +15, Will +16
Skills Stealth +6, Deception +8, Perception +12
Dam. Imm. Acid
Senses Darkvision 120 ft, Blindsight 60 ft
Languages Common, Draconic
Challenge 14 (11,500 XP)

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

ActionsMultiattack. The dragon can use its Frightful Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft, one target.

Hit: 13 (2d6 + 6) slashing damage, 1 Bleeding damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 feet, one target.

Hit: 15 (2d8 + 6) bludgeoning damage.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft, one target.

Hit: 17 (2d10 + 6) piercing damage.

Frightful Presence. Each creature of the dragon’ **s choice that is within 36 m of the dragon and aware of it must succeed on a DC 27 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightful Presence for the next 24 hours.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Acid Breath. The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 27 Reflex Saving Throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 27 Fortitude Saving Throw. On a failed save, the creature has one less Action per round and its speed is halved. These effects last for 1 minute. The creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself with a success.

Additional Actions

The dragon can take 3 Additional Actions, choosing from the options below. It can use only one Additional Action option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional Actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 27 Reflex Saving Throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes a Perception check.

Enraged: The Adult Copper Dragon can perform these actions at a cost of 2 Actions.

Focus: the creature interrupts an ongoing mental effect on itself

Brutality: the creature attacks with unprecedented ferocity. +1d6 to Attack Roll, 1 automatic critical damage when it hits.

| Ecology | | — | Environment: Warm Hills

Organization: Solitary | Treasure Category: E | | Description | | This capricious dragon tries to hamper and frustrate its enemies during combat. | | Spells | | This Dragon’ **s favorite spells are: | | - Blade Barrier | | - Wall of Force |

  • Fire Shield

Adult Gold Dragon

Size/Type Huge dragon, good
Ability Str 8 Dex 2 Con 7 Int 3 Wis 2 Cha 7
Hit Points 344, Defense: 36, Initiative: +3
Movement 12 m, swim 12 m, fly 24 m
S. Throws Fortitude +24, Reflex +19, Will +19
Skills Stealth +8, Sense Motive +8, Awareness +14, Deception +13
Dmg. Imm. Fire
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 17 (18000 XP)

Weakening aura. The dragon emits an aura in a 3-meter radius that causes Fatigued 1. Remaining in the aura does not increase the fatigue level.

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

ActionsMultiattack. The dragon can use its Frightening Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +14 to hit, reach 1 m, one target.

Hit: 15 (2d6 + 8) slashing damage, 1 Bleeding damage.

Tail. Melee Weapon Attack: +14 to hit, reach 5 meters, one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Bite. Melee Weapon Attack: +14 to hit, reach 3 m, one target.

Hit: 19 (2d10 + 8) piercing damage.

Frightening Presence. Each creature of the dragon’ **s choice that is within 36 meters of the dragon and aware of it must succeed on a DC 30 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightening Presence for the next 24 hours.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Fire Breath. The dragon exhales fire in an 18-meter cone. Each creature in that area must make a DC 30 Reflex Saving Throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in an 18-meter cone. Each creature in that area must succeed on a DC 30 Fortitude Saving Throw or have -1d6 on Strength-based attack rolls, Strength checks, and Fortitude Saving Throws for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape. The dragon can magically transform into a humanoid or beast with a challenge rating no higher than its own, or back into its true form. It reverts to its true form when it dies. Any equipment it is wearing or carrying is absorbed or carried by the new form (the dragon’ **s choice).

In the new form, the dragon retains its Traits, Hit Points, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except for the new form’ **s additional Actions.

Additional Actions

The dragon can use 3 Additional Actions, choosing from the options below. It can use only one Additional Action option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional Actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 3 meters of the dragon must succeed on a DC 30 Reflex Saving Throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes an Awareness check.

Enraged: The Adult Gold Dragon can perform these actions at a cost of 2 Actions.

Focus: the creature ends a mental effect currently affecting it

Brutality: the creature attacks with unprecedented ferocity. +1d6 to Attack Roll, 1 automatic critical hit when it hits.

| Ecology | | — | Environment: Warm Plains

Organization: Solitary | Treasure Category: E | | Description | | Gold dragons are the epitome of virtue. Other dragons of Ljust revere them as agents of divine powers and exemplary members of the draconic race, and often seek them for advice or aid. | | Spells | | This Dragon’ **s preferred spells are: | | - Heal | | - Greater Restoration |

  • Black Tentacles

Adult Green Dragon

Size/Type Huge dragon, evil
Ability Str 6 Dex 1 Con 5 Int 4 Wis 2 Cha 3
Hit Points 300, Defense: 33, Initiative: +4
Movement 12 m, swim 12 m, fly 24 m
S. Throws Fortitude +20, Reflex +16, Will +17
Skills Stealth +6, Deception +8, Sense Motive +7, Awareness +12
Dam. Imm. Poison
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 15 (13000 XP)

Mephitic air. The dragon emits magical gases in a 3-meter radius that deal 1d6 poison damage per round.

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

ActionsMultiattack. The dragon can use its Frightful Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +13 to hit, reach 1 m, one target.

Hit: 13 (2d6 + 6) slashing damage, 1 Bleeding damage.

Tail. Melee Weapon Attack: +13 to hit, reach 5 meters, one target.

Hit: 15 (2d8 + 6) bludgeoning damage.

Bite. Melee Weapon Attack: +13 to hit, reach 3 m, one target.

Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

Frightful Presence. Each creature of the dragon’ **s choice within 36 meters of it and aware of its presence must succeed on a DC 28 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 18-meter cone. Each creature in that area must make a DC 28 Fortitude Saving Throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Additional Actions

The dragon can take 3 Additional actions, chosen from the options below. It can use only one Additional option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 3 meters of the dragon must succeed on a DC 28 Reflex Saving Throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying movement.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes an Awareness check.

Enraged: The Adult Green Dragon can perform these actions at a cost of 2 Actions.

Focus: the creature breaks a mental effect on itself

Brutality: the creature attacks with unprecedented ferocity. +1d6 to Attack Roll, 1 automatic critical damage when it hits.

| Ecology | | — | Environment: Temperate Forests

Organization: Solitary | Treasure Category: E | | Description | | See Ancient Green Dragon Description. | | Spells | | This Dragon’ **s preferred spells are: | | - Anti-Life Shell | | - Locate Animals and Plants |

  • Neutralize Poison

Adult Red Dragon

Size/Type Huge dragon, evil
Ability Str 8 Dex 0 Con 7 Int 3 Wis 1 Cha 5
Hit Points 344, Defense: 34, Initiative: +3
Movement 12 m, climb 12 m, fly 24 m
S. Throws Fortitude +24, Reflex +17, Will +18
Skills Stealth +6, Awareness +13
Dam. Imm. Fire
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 17 (18000 XP)

Flame aura. The dragon emits magical heat in a 3-meter radius that deals 1d6 fire damage per round.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

ActionsMultiattack. The dragon can use its Frightful Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +14 to hit, reach 1 m, one target.

Hit: 15 (2d6 + 8) slashing damage, 1 Bleeding damage.

Tail. Melee Weapon Attack: +14 to hit, reach 5 meters, one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Bite. Melee Weapon Attack: +14 to hit, reach 3 m, one target.

Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Frightful Presence. Each creature of the dragon’ **s choice within 36 meters of it and aware of its presence must succeed on a DC 30 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 18-meter cone. Each creature in that area must make a DC 30 Reflex Saving Throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Additional Actions

The dragon can take 3 Additional actions, chosen from the options below. It can use only one Additional option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 3 meters of the dragon must succeed on a DC 30 Reflex Saving Throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone.

The dragon can then fly up to half its flying movement.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes an Awareness check.

Enraged: The Adult Red Dragon can perform these actions at a cost of 2 Actions.

Focus: the creature breaks a mental effect on itself

Brutality: the creature attacks with unprecedented ferocity. +1d6 to Attack Roll, 1 automatic critical damage when it hits.

| Ecology | | — | Environment: Warm mountains

Organization: Solitary | Treasure Category: C | | Description | | See Ancient Red Dragon Description. | | Spells | | This Dragon’ **s preferred spells are: | | - Fireball | | - Incendiary Cloud |

  • Wall of Fire

Adult Silver Dragon

Size/Type Huge dragon, good
Ability Str 8 Dex 0 Con 7 Int 3 Wis 1 Cha 5
Hit Points 325, Defense: 33, Initiative: +3
Movement 12 m, fly 24 m
S. Throws Fortitude +23, Reflex +16, Will +17
Skills Arcana +8, Stealth +5, Awareness +11, History +8
Dmg. Imm. Cold
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 16 (15000 XP)

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

ActionsMultiattack. The dragon can use its Frightening Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +14 to hit, reach 1 m, one target.

Hit: 15 (2d6 + 8) slashing damage, 1 Bleeding damage.

Tail. Melee Weapon Attack: +14 to hit, reach 5 meters, one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Bite. Melee Weapon Attack: +14 to hit, reach 3 m, one target.

Hit: 19 (2d10 + 8) piercing damage.

Frightening Presence. Each creature of the dragon’ **s choice that is within 36 meters of the dragon and aware of it must succeed on a DC 28 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightening Presence for the next 24 hours.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Cold Breath. The dragon exhales an icy blast in an 18-meter cone. Each creature in that area must make a DC 28 Fortitude Saving Throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in an 18-meter cone. Each creature in that area must succeed on a DC 28 Fortitude Saving Throw or be paralyzed for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape. The dragon can magically transform into a humanoid or beast with a challenge rating no higher than its own, or back into its true form. It reverts to its true form when it dies. Any equipment it is wearing or carrying is absorbed or carried by the new form (the dragon’ **s choice).

In the new form, the dragon retains its Traits, Hit Points, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except for the new form’ **s additional Actions.

Additional Actions

The dragon can use 3 Additional Actions, choosing from the options below. It can use only one Additional Action option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional Actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 3 meters of the dragon must succeed on a DC 28 Reflex Saving Throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes an Awareness check.

Enraged: The Adult Silver Dragon can perform these actions at a cost of 2 Actions.

Focus: the creature ends a mental effect currently affecting it

Brutality: the creature attacks with unprecedented ferocity. +1d6 to Attack Roll, 1 automatic critical hit when it hits.

| Ecology | | — | Environment: Temperate Mountains

Organization: Solitary | Treasure Category: E | | Description | | Among all dragons, silver dragons are the most courageous, and adhere to a chivalric code that requires them to help the weak, defeat evil, and behave honorably. | | Spells | | This Dragon’ **s preferred spells are: | | - Slow | | - Fabricate |

  • Dream

Adult White Dragon

Size/Type Huge dragon, evil
Ability Str 6 Dex 0 Con 6 Int 2 Wis 1 Cha 1
Hit Points 264, Defense: 29, Initiative: +2
Movement 12 m, swim 12 m, fly 24 m
S. Throws Fortitude +19, Reflex +13, Will +14
Skills Stealth +5, Perception +8
Dam. Imm. Cold
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 13 (10000 XP)

Frost aura. the dragon emits magical frost within a 3-meter radius that causes 1d6 cold damage per round.

Ice Walk. The dragon can move and climb on icy surfaces without needing to make basic skill checks. Additionally, difficult terrain composed of ice or snow does not cost it extra movement.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

ActionsMultiattack. The dragon can use its Frightful Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +12 to hit, reach 1 m, one target, 1 Bleeding damage.

Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 5 meters, one target.

Hit: 15 (2d8 + 6) bludgeoning damage.

Bite. Melee Weapon Attack: +12 to hit, reach 3 m, one target.

Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.

Frightful Presence. Each creature of the dragon’ **s choice within 36 meters of it and aware of its presence must succeed on a DC 27 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself if it succeeds. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5-6). The dragon exhales an explosion of ice in an 18-meter cone. Each creature in that area must make a DC 27 Fortitude Saving Throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action option can be used at a time and only at the end of another creature’ **s turn. The dragon regains spent Legendary Actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 3 meters of the dragon must succeed on a DC 27 Reflex Saving Throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Tail Attack. The dragon makes a tail attack . Detect. The dragon makes a Perception check.

Enraged: The Adult White Dragon can perform these actions at a cost of 2 Actions.

Focus: the creature interrupts an ongoing mental effect on itself

Brutality: the creature attacks with unprecedented ferocity. +1d6 to Attack Roll, 1 automatic critical damage when it hits.

| Ecology | | — | Environment: Cold Mountains

Organization: Solitary | Treasure Category: E | | Description | | See Ancient White Dragon description. | | Spells | | This Dragon’ **s preferred spells are: | | - Fire Shield | | - Ice Storm |

  • Sleet Storm

Ancient Black Dragon

Size/Type Gargantuan dragon, evil
Ability Str 8 Dex 2 Con 7 Int 3 Wis 2 Cha 4
Hit Points 422, Defense: 42, Initiative: +3
Movement 12 m, climb 12 m, fly 24 m
S. Throws Fortitude +28, Reflex +23, Will +23
Skills Stealth +9, Awareness +16
Dam. Imm. Acid, weapons +1
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 21 (33000 XP)

Corrosive gases. The dragon emits corrosive gases in a 3-meter radius that deal 2d6 acid damage per round.

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

Magic Resistance: 3lv

ActionsMultiattack. The dragon can use its Frightful Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +16 to hit, reach 3 m, one target.

Hit: 15 (2d6 + 8) slashing damage, 3/20 Bleeding damage.

Tail. Melee Weapon Attack: +16 to hit, reach 6 m, one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Bite. Melee Weapon Attack : +16 to hit, reach 5 meters, one target.

Hit: 19 (2d10 + 8) piercing damage plus 9 (4d6) acid damage.

Frightful Presence. Each creature of the dragon’ **s choice within 36 meters of it and aware of its presence must succeed on a DC 33 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 27-meter line that is 3 meters wide. Each creature in that area must make a DC 33 Reflex Saving Throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Additional Actions

The dragon can take 3 Additional actions, chosen from the options below. It can use only one Additional option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 5 meters of the dragon must succeed on a DC 33 Reflex Saving Throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying movement.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes an Awareness check.

| Ecology | | — | Environment: Warm Swamps

Organization: Solitary | Treasure Category: D | | Description |

Black Dragons are violent and aggressive, living in swamps and marshes that they generally rule as undisputed masters.

Black Dragons are threatening creatures with large horns that curve forward. The head connects to a relatively short neck and a thick, muscular lizard-like body.

They have tiny wings on their sides but can still fly thanks to magic. They have webbed feet to allow them to swim more easily in the swampy areas where they live.

Black Dragons tend to make their lairs at the center of the swamp or marsh. They consider that territory theirs, and no one can enter the waters without incurring their wrath.

A black dragon’ **s lair can be a gigantic pile of logs but also an underwater submerged cave, or even the bottom of a lake. Being able to breathe underwater, they don’ **t worry about where to build their dwelling.

Their home is always protected by traps and their evil followers who bring them food, preferably alive.

The environment where a black dragon lives suffers its effects; acid vapors, destruction, and corruption are immediately noticeable.

Black Dragons represent the Traits of selfishness and violence, hating every form of life, including other black dragons.

Black dragons have +1d6 in Magic Checks and can ignore one die rolled in the check with the Necromancy List and are immune to acid.
Spells
This Dragon’ **s preferred spells are:
- Animate Dead
- Create Undead
  • Bestow Curse

Yes indeed, the Black Dragon is the only creature on Earth that can bring a dead being to life despite all the constraints imposed by the Patrons.

Ancient Blue Dragon

Size/Type Gargantuan dragon, evil
Ability Str 9 Dex 0 Con 8 Int 4 Wis 3 Cha 5
Hit Points 465, Defense: 42, Initiative: +4
Movement 12 m, burrow 12 m, fly 24 m
S. Throws Fortitude +31, Reflex +23, Will +26
Skills Stealth +7, Perception +17
Dam. Imm. Lightning, +1 weapons
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 23 (50000 XP)

Electric discharge. the dragon emits magical electric discharges within a 3-meter radius that cause 2d6 lightning damage per round.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

Magic Resistance: 3lv

ActionsMultiattack. The dragon can use its Frightful Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +16 to hit, reach 3 m, one target.

Hit: 16 (2d6 + 9) slashing damage, 3/20 Bleeding damage.

Tail. Melee Weapon Attack: +16 to hit, reach 6 m, one target.

Hit: 18 (2d8 + 9) bludgeoning damage.

Bite. Melee Weapon Attack: +16 to hit, reach 5 meters, one target.

Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.

Frightful Presence. Each creature of the dragon’ **s choice within 36 meters of it and aware of its presence must succeed on a DC 35 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself if it succeeds. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a line 36 meters long and 3 meters wide. Each creature in that line must make a DC 35 Reflex Saving Throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action option can be used at a time and only at the end of another creature’ **s turn. The dragon regains spent Legendary Actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 5 meters of the dragon must succeed on a DC 35 Reflex Saving Throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Tail Attack. The dragon makes a tail attack.

| Detect. The dragon makes a Perception check. | | — | | Ecology | Environment: Mountain peaks

Organization: Solitary | Treasure Category: H | | Description |

Blue Dragons live among the clouds, flying (and levitating) among storms.

Blue Dragons have a serpentine, elongated and elegant appearance, with long horns pointing backward.

A Blue Dragon’ **s face is less marked by wrinkles and remains smooth. They are the only dragons that have no wings yet fly better than any other dragon.

Their magical but natural flying ability combined with the fact that they feed on electricity makes them primarily flying creatures that almost never come down to earth (and never touch the ground, considering it impure and dirty!), preferring to remain among the clouds, especially among the darkest and most energy-laden ones to feed.

The Blue Dragon’ **s lair is usually among the highest mountain peaks, possibly high enough to reach the clouds. This is never covered and often resembles gigantic nests.

Blue Dragons can assimilate meat but not vegetables, they do not derive nourishment from what they eat having a purely electrical metabolism.

They are social dragons, who love to be with their kind and are very protective of their offspring. Usually, you never find a single nest, but entire plateaus dominated by dozens of dragons.

They don’ **t get along with purple dragons, which they despise for having chosen to give up flying to live underground.

Blue Dragons have +1d6 in Magic Checks and can ignore one die rolled in the check with the Air List and is immune to electricity.
Spells
This Dragon’ **s preferred spells are:
- Deadly Fog
- Call Lightning
  • Ice Storm

Ancient Brass Dragon

Size/Type Gargantuan dragon, good
Ability Str 8 Dex 0 Con 7 Int 3 Wis 2 Cha 4
Hit Points 403, Defense: 38, Initiative: +3
Movement 12 m, burrow 12 m, fly 24 m
S. Throws Fortitude +27, Reflex +20, Will +22
Dmg. Imm. Fire, +1 weapons
Skills Awareness +14
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 20 (25000 XP)

Soporific aura. The dragon emits a magical aura in a 3-meter radius that causes Slowed 1 or Fatigued 1, randomly for each creature.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

Magic Resistance: 3lv

ActionsMultiattack. The dragon can use its Frightening Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +16 to hit, reach 3 m, one target.

Hit: 15 (2d6 + 8) slashing damage, 3/20 Bleeding damage.

Tail. Melee Weapon Attack: +16 to hit, reach 6 m, one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Bite. Melee Weapon Attack: +16 to hit, reach 5 meters, one target.

Hit: 19 (2d10 + 8) piercing damage.

Frightening Presence. Each creature of the dragon’ **s choice that is within 36 meters of the dragon and aware of it must succeed on a DC 34 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightening Presence for the next 24 hours.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Fire Breath. The dragon exhales fire in a 27-meter line that is 3 meters wide. Each creature in that line must make a DC 34 Reflex Saving Throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 27-meter cone. Each creature in that area must succeed on a DC 34 Fortitude Saving Throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Change Shape. The dragon can magically transform into a humanoid or beast with a challenge rating no higher than its own, or back into its true form. It reverts to its true form when it dies. Any equipment it is wearing or carrying is absorbed or carried by the new form (the dragon’ **s choice).

In the new form, the dragon retains its Traits, Hit Points, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except for the new form’ **s additional Actions.

Additional Actions

The dragon can use 3 Additional Actions, choosing from the options below. It can use only one Additional Action option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional Actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 5 meters of the dragon must succeed on a DC 34 Reflex Saving Throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes an Awareness check.

| Ecology | | — | Environment: Hot Deserts

Organization: Solitary | Treasure Category: H | | Description | | Excellent conversationalists, brass dragons prefer to talk rather than fight. Brass dragons make their lairs near humanoid settlements, where they can hear the latest news and gossip. | | Spells | | This Dragon’ **s preferred spells are: | | - True Seeing | | - Legend Lore |

  • Scrying

Ancient Bronze Dragon

Size/Type Gargantuan dragon, good
Ability Str 9 Dex 0 Con 8 Int 4 Wis 3 Cha 5
Hit Points 446, Defense: 41, Initiative: +4
Movement 12 m, swim 12 m, fly 24 m
S. Throws Fortitude +30, Reflex +22, Will +25
Skills Stealth +7, Sense Motive +10, Awareness +17
Dmg. Imm. Lightning, +1 weapons
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 22 (41000 XP)

Repelling aura. The dragon emits an aura in a 3-meter radius that disturbs creatures. Each attack made suffers a penalty of 3 - attack distance.

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

Magic Resistance: 3lv

ActionsMultiattack. The dragon can use its Frightening Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +17 to hit, reach 3 m, one target.

Hit: 16 (2d6 + 9) slashing damage, 3/20 Bleeding damage.

Tail. Melee Weapon Attack: +17 to hit, reach 6 m, one target.

Hit: 18 (2d8 + 9) bludgeoning damage.

Bite. Melee Weapon Attack: +17 to hit, reach 5 meters, one target.

Hit: 20 (2d10 + 9) piercing damage.

Frightening Presence. Each creature of the dragon’ **s choice that is within 36 meters of the dragon and aware of it must succeed on a DC 35 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightening Presence for the next 24 hours.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Lightning Breath. The dragon exhales lightning in a 36-meter line that is 3 meters wide. Each creature in that line must make a DC 35 Reflex Saving Throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 9-meter cone. Each creature in that area must succeed on a DC 35 Fortitude Saving Throw or be pushed 18 meters away from the dragon.

Change Shape. The dragon can magically transform into a humanoid or beast with a challenge rating no higher than its own, or back into its true form. It reverts to its true form when it dies. Any equipment it is wearing or carrying is absorbed or carried by the new form (the dragon’ **s choice).

In the new form, the dragon retains its Traits, Hit Points, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except for the new form’ **s additional Actions.

Additional Actions

The dragon can use 3 Additional Actions, choosing from the options below. It can use only one Additional Action option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional Actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 5 meters of the dragon must succeed on a DC 35 Reflex Saving Throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes an Awareness check.

| Ecology | | — | Environment: Temperate Coastal Areas

Organization: Solitary | Treasure Category: H | | Description | | Bronze dragons are known to ally with travelers and adventurers if the cause and reward are just and adequate | | Spells | | This Dragon’ **s preferred spells are: | | - Globe of Invulnerability |

  • Freedom of Movement

Ancient Copper Dragon

Size/Type Gargantuan dragon, good
Ability Str 8 Dex 1 Con 7 Int 5 Wis 3 Cha 4
Hit Points 422, Defense: 41, Initiative: +5
Movement 40 ft, climb 40 ft, fly 80 ft
S. Throws Fortitude +28, Reflex +22, Will +24
Skills Stealth +8, Deception +11, Perception +17
Dam. Imm. Acid, +1 weapons
Senses Darkvision 36 m, Blindsight 18 m
Languages Common, Draconic
Challenge 21 (33000 XP)

Corrosive Gases. The dragon emits corrosive gases in a 10-foot radius that deal 2d6 acid damage per round.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

Magic Resistance: 3lv

ActionsMultiattack. The dragon can use its Frightful Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft, one target.

Hit: 15 (2d6 + 8) slashing damage, 3/20 Bleeding damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft, one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Bite. Melee Weapon Attack: +16 to hit, reach 15 feet, one target.

Hit: 19 (2d10 + 8) piercing damage.

Frightful Presence. Each creature of the dragon’ **s choice that is within 36 m of the dragon and aware of it must succeed on a DC 34 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightful Presence for the next 24 hours.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Acid Breath. The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 34 Reflex Saving Throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 34 Fortitude Saving Throw. On a failed save, the creature has one less Action per round and its speed is halved. These effects last for 1 minute. The creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself with a success.

Change Shape. The dragon can magically polymorph into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or worn by the new form (the dragon’ **s choice).

In a new form, the dragon retains its Traits, Hit Points, the ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities

are otherwise replaced by those of the new form, except any Additional Actions of the new form.

Additional Actions

The dragon can take 3 Additional Actions, choosing from the options below. It can use only one Additional Action option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional Actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 34 Reflex Saving Throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes a Perception check.

| Ecology | | — | Environment: Warm Hills

Organization: Solitary | Treasure Category: H | | Description | | This capricious dragon tries to hamper and frustrate its enemies during combat. | | Spells | | This Dragon’ **s favorite spells are: | | - Blade Barrier | | - Wall of Force |

  • Fire Shield

Ancient Gold Dragon

Size/Type Gargantuan dragon, good
Ability Str 10 Dex 2 Con 9 Int 4 Wis 3 Cha 9
Hit Points 490, Defense: 46, Initiative: +4
Movement 12 m, swim 12 m, fly 24 m
S. Throws Fortitude +33, Reflex +26, Will +27
Skills Stealth +9, Sense Motive +10, Awareness +17, Deception +16
Dmg. Imm. Fire, +1 weapons
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 24 (62000 XP)

Weakening aura. The dragon emits an aura in a 3-meter radius that causes Fatigued 2. Remaining in the aura does not increase the fatigue level.

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

Magic Resistance: 3lv

ActionsMultiattack. The dragon can use its Frightening Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +18 to hit, reach 3 m, one target.

Hit: 17 (2d6 + 10) slashing damage, 3/20 Bleeding damage.

Tail. Melee Weapon Attack: +18 to hit, reach 6 m, one target.

Hit: 19 (2d8 + 10) bludgeoning damage.

Bite. Melee Weapon Attack: +18 to hit, reach 5 meters, one target.

Hit: 21 (2d10 + 10) piercing damage.

Frightening Presence. Each creature of the dragon’ **s choice that is within 36 meters of the dragon and aware of it must succeed on a DC 37 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightening Presence for the next 24 hours.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Fire Breath. The dragon exhales fire in a 27-meter cone. Each creature in that area must make a DC 37 Reflex Saving Throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 27-meter cone. Each creature in that area must succeed on a DC 37 Fortitude Saving Throw or have -1d6 on Strength-based attack rolls, Strength checks, and Fortitude Saving Throws for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape. The dragon can magically transform into a humanoid or beast with a challenge rating no higher than its own, or back into its true form. It reverts to its true form when it dies. Any equipment it is wearing or carrying is absorbed or carried by the new form (the dragon’ **s choice).

In the new form, the dragon retains its Traits, Hit Points, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except for the new form’ **s additional Actions.

Additional Actions

The dragon can use 3 Additional Actions, choosing from the options below. It can use only one Additional Action option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional Actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 5 meters of the dragon must succeed on a DC 37 Reflex Saving Throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes an Awareness check.

| Ecology | | — | Environment: Warm Plains

Organization: Solitary | Treasure Category: H | | Description | | Gold dragons are the epitome of virtue. Other dragons of Ljust revere them as agents of divine powers and exemplary members of the draconic race, and often seek them for advice or aid. | | Spells | | This Dragon’ **s preferred spells are: | | - Heal | | - Greater Restoration |

  • Black Tentacles

Ancient Green Dragon

Size/Type Gargantuan dragon, evil
Ability Str 8 Dex 1 Con 7 Int 5 Wis 3 Cha 4
Hit Points 441, Defense: 42, Initiative: +5
Movement 12 m, swim 12 m, fly 24 m
S. Throws Fortitude +29, Reflex +23, Will +25
Skills Stealth +8, Deception +11, Sense Motive +10, Awareness + 15
Dam. Imm. Poison, weapons +1
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 22 (41000 XP)

Mephitic air. The dragon emits magical gases in a 3-meter radius that deal 2d6 poison damage per round.

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

Magic Resistance: 3lv

ActionsMultiattack. The dragon can use its Frightful Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +17 to hit, reach 3 m, one target.

Hit: 15 (2d6 + 8) slashing damage, 3/20 Bleeding damage.

Tail. Melee Weapon Attack: +17 to hit, reach 6 m, one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Bite. Melee Weapon Attack: +17 to hit, reach 5 meters, one target.

Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

Frightful Presence. Each creature of the dragon’ **s choice within 36 meters of it and aware of its presence must succeed on a DC 25 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 27-meter cone. Each creature in that area must make a DC 35 Fortitude Saving Throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Additional Actions

The dragon can take 3 Additional actions, chosen from the options below. It can use only one Additional option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 5 meters of the dragon must succeed on a DC 35 Reflex Saving Throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying movement.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes an Awareness check.

| Ecology | | — | Environment: Temperate Forests

Organization: Solitary | Treasure Category: H | | Description |

Green Dragons love forests and unspoiled nature where they consider themselves the undisputed masters and kings.

The powerful green dragons have a rounded head and pronounced ears pointing backward, the horns are short and not pointed. The claws and jaws are devastating, powerful and capable of slicing through anything. The nose is wide and the nostrils open as if it were about to breathe at any moment.

The breath of green dragons is poison, so that it can kill living creatures but not plants.

A green dragon’ **s lair is always near a water source, possibly in the most lush and unspoiled part of the forest.

A Green Dragon does not like to fly and prefers to jump, crushing with its weight and tearing with its claws.

Among the many dragons, the green one is perhaps the one that will talk to adventurers if they show respect and fear of its regality.

Green Dragons have +1d6 in Magic Checks and can ignore one die rolled in the check with the Animals and Plants List and are immune to Poisons, both magical and natural.
Spells
This Dragon’ **s preferred spells are:
- Anti-Life Shell
- Locate Animals and Plants
  • Neutralize Poison

Ancient Purple Dragon

Size/Type Gargantuan dragon, evil
Ability Str 8 Dex 3 Con 4 Int 4 Wis 4 Cha 4
Hit Points 428, Defense: 44, Initiative: +4
Movement 12 m, burrow 24 m
S. Throws Fortitude +26, Reflex +25, Will +26
Skills Dungeon Knowledge +8, Intimidation +11, Sense Motive +10, Awareness + 15
Dam. Imm. Sound, weapons +1
Senses Darkvision 36 m, Tremorsense 72 m
Languages Common, Draconic
Challenge 22 (41000 XP)

Explosive waves. The dragon emits sonic vibrations in a 3-meter radius that deal 2d6 sonic damage per round.

Earthbound. While underground, the dragon can survive without breathing or eating.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

Magic Resistance: 3lv

ActionsMultiattack. The dragon can use its Frightful Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +17 to hit, reach 3 m, one target.

Hit: 15 (2d6 + 8) slashing damage, 3/20 Bleeding damage.

Tail. Melee Weapon Attack: +17 to hit, reach 6 m, one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Bite. Melee Weapon Attack: +17 to hit, reach 5 meters, one target.

Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

Frightful Presence. Each creature of the dragon’ **s choice within 36 meters of it and aware of its presence must succeed on a DC 35 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightful Presence for the next 24 hours.

Sonic Breath (Recharge 5-6). The dragon emits a 27-meter cone. Each creature in that area must make a DC 35 Fortitude Saving Throw, taking 77 (22d6) sonic damage on a failed save, or half as much damage on a successful one.

Additional Actions

The dragon can take 3 Additional actions, chosen from the options below. It can use only one Additional option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional actions at the start of its turn.

Slam (Costs 2 Actions). The dragon jumps in place. Each creature within 5 meters of the dragon must succeed on a DC 35 Reflex Saving Throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then move up to half its movement.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes an Awareness check.

| Ecology | | — | Environment: Caverns

Organization: Solitary, subterranean creatures | Treasure Category: E | | Description |

Purple Dragons live underground and have perfectly adapted to subterranean life. Capable of seeing in the dark as if it were broad daylight, equipped with Tremorsense, they have lost the ability to fly but acquired the ability to burrow as quickly as if they were running.

A Purple Dragon is very territorial and will establish a perimeter (about 5 km radius) where it creates, if not already present, an intricate series of tunnels and caverns for its servants.

A Purple Dragon is very protective of its creatures, those who bring it food and offer it treasures.

With a stocky appearance, they have fine, long teeth and enormous claws that continuously grow. They have a very powerful sonic attack that often causes cave-ins, which are completely indifferent to them.

It is strong and courageous, arrogant but not brazen. It is not afraid to fight if it thinks it can win. It always takes the battle underground where it can create pits to make enemies fall or escape if necessary.

A Purple Dragon has +1d6 in Magic Checks and can ignore one die rolled in the check with the Earth List, is immune to sound damage and effects.
Spells
This Dragon’ **s preferred spells are:
- Restser’ **s Acid Arrow
- Pass Without Trace
  • Stone Shape

Ancient Red Dragon

Size/Type Gargantuan dragon, evil
Ability Str 10 Dex 0 Con 9 Int 4 Wis 2 Cha 6
Hit Points 490, Defense: 44, Initiative: +4
Movement 12 m, climb 12 m, fly 24 m
S. Throws Fortitude +33, Reflex +24, Will +26
Skills Stealth +7, Awareness +16
Dam. Imm. Fire, weapons +1
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 24 (62000 XP)

Flame aura. The dragon emits magical heat in a 3-meter radius that deals 2d6 fire damage per round.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

Magic Resistance: 3lv

ActionsMultiattack. The dragon can use its Frightful Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +18 to hit, reach 3 m, one target.

Hit: 17 (2d6 + 10) slashing damage, 3/20 Bleeding damage.

Tail. Melee Weapon Attack: +18 to hit, reach 6 m, one target.

Hit: 19 (2d8 + 10) bludgeoning damage.

Bite. Melee Weapon Attack: +18 to hit, reach 5 meters, one target.

Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Frightful Presence. Each creature of the dragon’ **s choice within 36 meters of it and aware of its presence must succeed on a DC 38 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 27-meter cone. Each creature in that area must make a DC 38 Reflex Saving Throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Additional Actions

The dragon can take 3 Additional actions, chosen from the options below. It can use only one Additional option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 5 meters of the dragon must succeed on a DC 38 Reflex Saving Throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying movement.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes an Awareness check.

Enraged: The red dragon shakes and roars. Once per day, the first time it is Enraged, it ends all negative conditions on itself and all abilities recharge. The breath recharges on 3-6.

| Ecology | | — | Environment: Warm mountains

Organization: Solitary | Treasure Category: H | | Description |

The Red Dragon believes itself to be the King of Dragons due to its physical power and breath capable of melting stone.

Red Dragons are the largest dragons both in body size and wingspan. Often the scales, of a dark blood-red color, have sharp and elongated edges.

Red Dragons prefer warm mountains and, if possible, directly inside a volcano.

They fight using their bulk, wings, bite, claws… basically everything they are and have at their disposal. A Red Dragon always fights to the death; it does not retreat, run away, or refuse a challenge. The pride they are filled with does not allow them to show weakness.

A Red Dragon has +1d6 in Magic Checks and can ignore one die rolled in the check with the Fire List and is immune to fire.
Spells
This Dragon’ **s preferred spells are:
- Fireball
- Incendiary Cloud
  • Wall of Fire

Ancient Silver Dragon

Size/Type Gargantuan dragon, good
Ability Str 10 Dex 0 Con 9 Int 4 Wis 2 Cha 6
Hit Points 470, Defense: 42, Initiative: +4
Movement 12 m, fly 24 m
S. Throws Fortitude +32, Reflex +23, Will +25
Skills Arcana +11, Stealth +7, Awareness +16, History +11
Dam. Imm. Cold, weapons +1
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 23 (50000 XP)

Slowing aura. The dragon emits a magical aura in a 3-meter radius that causes Slowed 1.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

Magic Resistance: 3lv

ActionsMultiattack. The dragon can use its Frightening Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +17 to hit, reach 3 m, one target.

Hit: 17 (2d6 + 10) slashing damage, 3/20 Bleeding damage.

Tail. Melee Weapon Attack: +17 to hit, reach 6 m, one target.

Hit: 19 (2d8 + 10) bludgeoning damage.

Bite. Melee Weapon Attack: +17 to hit, reach 5 meters, one target.

Hit: 21 (2d10 + 10) piercing damage.

Frightening Presence. Each creature of the dragon’ **s choice that is within 36 meters of the dragon and aware of it must succeed on a DC 36 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightening Presence for the next 24 hours.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Cold Breath. The dragon exhales an icy blast in a 27-meter cone. Each creature in that area must make a DC 36 Fortitude Saving Throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 23-meter cone. Each creature in that area must succeed on a DC 36 Fortitude Saving Throw or be paralyzed for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape. The dragon can magically transform into a humanoid or beast with a challenge rating no higher than its own, or back into its true form. It reverts to its true form when it dies.

Any equipment it is wearing or carrying is absorbed or carried by the new form (the dragon’ **s choice).

In the new form, the dragon retains its Traits, Hit Points, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except for the new form’ **s additional Actions.

Additional Actions

The dragon can use 3 Additional Actions, choosing from the options below. It can use only one Additional Action option at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional Actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 5 meters of the dragon must succeed on a DC 36 Reflex Saving Throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes an Awareness check.

| Ecology | | — | Environment: Temperate Mountains

Organization: Solitary | Treasure Category: H | | Description | | Among all dragons, silver dragons are the most courageous, and adhere to a chivalric code that requires them to help the weak, defeat evil, and behave honorably. | | Spells | | This Dragon’ **s preferred spells are: | | - Slow | | - Fabricate |

  • Dream

Ancient White Dragon

Size/Type Gargantuan dragon, evil
Ability Str 8 Dex 0 Con 8 Int 3 Wis 1 Cha 2
Hit Points 407, Defense: 38, Initiative: +3
Movement 12 m, swim 12 m, fly 24 m
S. Throws Fortitude +28, Reflex +20, Will +21
Skills Stealth +6, Perception +13
Dam. Imm. Cold, +1 weapons
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 20 (25000 XP)

Frost aura. the dragon emits magical frost within a 3-meter radius that causes 2d6 cold damage per round.

Ice Walk. The dragon can move and climb on icy surfaces without needing to make basic skill checks. Additionally, difficult terrain composed of ice or snow does not cost it extra movement.

Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead.

Magic Resistance: 3lv

ActionsMultiattack. The dragon can use its Frightful Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +16 to hit, reach 3 m, one target.

Hit: 15 (2d6 + 8) slashing damage, 3/20 Bleeding damage.

Tail. Melee Weapon Attack: +16 to hit, reach 6 m, one target.

Hit: 17 (2d8 + 8) bludgeoning damage.

Bite. Melee Weapon Attack: +16 to hit, reach 5 meters, one target.

Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.

Frightful Presence. Each creature of the dragon’ **s choice within 36 meters of it and aware of its presence must succeed on a DC 35 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself if it succeeds. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5-6). The dragon exhales an explosion of ice in a 27-meter cone. Each creature in that area must make a DC 35 Fortitude Saving Throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action option can be used at a time and only at the end of another creature’ **s turn. The dragon regains spent Legendary Actions at the start of its turn.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 5 meters of the dragon must succeed on a DC 33 Reflex Saving Throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Tail Attack. The dragon makes a tail attack.

Detect. The dragon makes a Perception check.

| Ecology | | — | Environment: Cold Mountains

Organization: Solitary | Treasure Category: H | | Description |

White Dragons are among the most savage and animal-like of all dragons. They love cold and icy places, finding refuge in the coldest valleys like the icy peaks of mountains and frozen steppes.

White Dragons have a wild appearance and almost always show their teeth, and their claws are extended to move nimbly on icy terrain. They have no movement penalties on these terrains.

They use their natural camouflage to attack and capture prey, are excellent hunters, very intelligent in exploiting the environment.

Not much inclined to magic, they can however breathe ice shards much more frequently than other dragons. It is immune to cold and ice-based attacks.

Their lairs are icy caves in the mountains or dug into the most massive glaciers.

White Dragons have +1d6 in Magic Checks and can ignore one die rolled in the check with the Water List and is immune to cold.
Spells
This Dragon’ **s preferred spells are:
- Fire Shield
- Ice Storm
  • Sleet Storm

Ancient Yellow Dragon

Size/Type Gargantuan dragon, evil
Ability Str 10 Dex 1 Con 8 Int 3 Wis 2 Cha 4
Hit Points 465, Defense: 43, Initiative: +3
Movement 12 m, burrow 24 m, climb 24, fly 12 m
S. Throws Fortitude +31, Reflex +24, Will +25
Skills Stealth +7, Awareness +17
Dam. Imm. Fire, weapons +1
Senses Darkvision 36m, Blindsight 18m
Languages Common, Draconic
Challenge 23 (50000 XP)

Searing heat. The dragon emits magical heat in a 3-meter radius that deals 2d6 fire damage per round.

| Legendary Resistance (3/Day). If the dragon fails a Saving Throw, it can choose to succeed instead. | | — | | Magic Resistance: 3lv | | Actions | | Multiattack. The dragon can use its Frightful Presence and then make three attacks: one with its bite and two with its claws. | | Claw.** Melee Weapon Attack: +16 to hit, reach 3 m, one target. | | Hit: 16 (2d6 + 9) slashing damage, 3/20 Bleeding damage. | | **Tail.** Melee Weapon Attack: +16 to hit, reach 6 m, one target. | | Hit: 18 (2d8 + 9) bludgeoning damage. | | **Bite.** Melee Weapon Attack: +16 to hit, reach 5 meters, one target. | | Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) electricity damage. | | **Frightful Presence. Each creature of the dragon’ **s choice within 36 meters of it and aware of its presence must succeed on a DC 35 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the dragon’ **s Frightful Presence for the next 24 hours. | | Fire Breath (Recharge 5-6). The dragon exhales searing air in a 36-meter long, 3-meter wide line. Each creature in that line must make a DC 35 Reflex Saving Throw, taking 88 (16d10) fire damage on a failed save, or half as much damage on a successful one. | | Additional Actions | | The dragon can take 3 additional actions, chosen from the options below. It can use only one Additional Action at a time and only at the end of another creature’ **s turn. The dragon regains spent Additional Actions at the start of its turn. | | Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 5 meters of the dragon must succeed on a DC 35 Reflex Saving Throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. | | Tail Attack. The dragon makes a tail attack. | | Detect. The dragon makes an Awareness check. | | Ecology | Environment: Hot Deserts

Organization: Solitary | Treasure Category: H | | Description |

Yellow Dragons have scales of various shades of yellow that, as they grow, increasingly resemble the color of the sands where they dwell, from light yellow to brick red ocher.

They are very intelligent but, being solitary by nature, have no interest in communicating with other races.

They live in deserts where they often ambush their prey by hiding at the bottom of large holes dug in the sand. As soon as they sense movement above them, they emerge and devour any creature. They have a passion for dwarf meat, which they find tasty even if dry.

The Yellow Dragon, although intelligent, is a killing machine and rarely negotiates, only if it finds itself in serious danger.

A Yellow Dragon has +1d6 in Magic Checks and can ignore one die rolled in the check with the Fire List and is immune to fire.
Spells
This Dragon’ **s preferred spells are:
- Create Food and Water
- Wall of Fire
  • Fire Shield

Androsphinx

Size/Type Large monstrosity, lawful
Ability Str 6 Dex 0 Con 5 Int 3 Wis 4 Cha 6
Hit Points 338, Defense: 34, Initiative: +3
Movement 40 ft, fly 60 ft
S. Throws Fortitude +22, Reflex +17, Will +21
Skills Arcana +9, Religion +15
Dmg. Imm. from non-magical weapons
Immunities charmed, frightened
Senses truesight 120 ft
Languages Common, Sphinx
Challenge 17 (18000 XP)

Magic Weapons. The sphinx’ **s weapon attacks are magical.

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Perception checks to discern the sphinx’ **s intentions or sincerity have -1d6.

Spellcasting. The sphinx has CM 12. Its spellcasting ability is Wisdom (spell save DC 30, +10 to hit with spell attacks). It doesn’ **t require material components to cast its spells. The sphinx has the following spells prepared:

Cantrips (at will): Sacred Flame, Thaumaturgy

1st level (4 slots): Command, Detect Magic, Know Traits

2nd level (3 slots): Lesser Restoration, Zone of Truth

3rd level (3 slots): Dispel Magic, Tongues

4th level (3 slots): Banishment, Freedom of Movement

5th level (2 slots): Flame Strike, Greater Restoration

6th level (1 slot): Heroes’ ** Feast

ActionsMultiattack. The sphinx can make two claw attacks.

Claw. Melee Weapon Attack: +13 to hit, reach 3 ft, one target.

Hit: 17 (2d6 + 10) slashing damage, 1 Bleeding damage.

Roar (3/Day). The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder, and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.

First Roar. Each creature that fails a Will Saving Throw DC 30 is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Second Roar. Each creature that fails a Will Saving Throw DC 30 is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Third Roar. Each creature makes a Fortitude Saving Throw DC 30. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’ **t knocked prone.

Reaction: Opportunity Attack: the sphinx makes a Claw attack against a creature that moves through or out of its 3-foot reach.

Legendary Actions

The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’ **s turn. The sphinx regains spent legendary actions at the start of its turn.

Claw Attack. The sphinx makes one claw attack.

Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 36 m of it.

Enraged: The Sphinx poses a riddle. The creature must answer, using all its actions and one answer per round, within 6 rounds. If it fails or doesn’ **t answer, it must make a Will Saving Throw at DC 31 or remain paralyzed. Each round it can try the Saving Throw again in an attempt to give an answer. Costs 1 Action.

| Ecology | | — | Environment: Hills or Hot Deserts

Organization: Solitary | Treasure Category: C | | Description |

Androsphinxes, the most powerful of common sphinxes, believe they represent all that is worthy and noble in their species and act as if the weight of the entire world rested on their good example. They look at Criosphinxes with paternalistic condescension, Hieracosphinxes with ill-concealed disgust, and Gynosphinxes as the only other sphinxes worthy of their time.

Androsphinxes display a grumpy and spiteful facade toward strangers. They make no effort to hide their annoyance when irritated. They also tend to be jealous of their territory, though less so than other sphinxes. They almost inevitably issue warnings and resounding proclamations before attacking, and almost always respect an appeal to treat. Androsphinxes barter information and conversations, not treasures, in exchange for safe passage.

Androsphinxes are 12 feet tall and weigh 1,100 pounds.

Animated Armor

Size/Type Medium construct, unaligned
Ability Str 2 Dex 0 Con 1 Int -5 Wis -4 Cha -5
Hit Points 33, Defense: 13, Initiative: +0
Movement 25 ft
S. Throws Fortitude +3, Reflex +3, Will +3
Dam. Imm. Poison
Condition Imm. blinded, charmed, deafened, paralyzed, petrified, exhausted, frightened
Senses Blindsight 60 ft (blind beyond this radius)
Challenge 1 (200 XP)

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by Dispel Magic, the armor must succeed on a Fortitude Saving Throw against the caster’ **s spell save DC or fall unconscious for 1 minute.

ActionsMultiattack. The armor makes two melee attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft, one target.

Hit: 5 (1d6 + 2) bludgeoning damage.

Ankheg

Size/Type Large monstrosity, unaligned
Ability Str 3 Dex 0 Con 1 Int -5 Wis 1 Cha -2
Hit Points 51, Defense: 14, Initiative: +0
Movement 9 m, burrow 3 m
S. Throws Fortitude +3, Reflex +3, Will +3
Senses Darkvision 18 m, tremorsense 18 m
Challenge 2 (450 XP)

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (DC 13 to escape). Until the grapple ends, the ankheg can bite only the grappled creature and has +1d6 to attack rolls against it.

Acid Spray The ankheg spits acid in a line that is 9 meters long and 1 meter wide, provided that it has no creature grappled. Each creature in that line must make a Reflex saving throw DC 14, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

| Ecology | | — | Environment: Temperate or warm plains

Organization: Solitary, pair, or nest (3-6) | Treasure Category: C | | Description |

Ankhegs are burrowing monsters that prefer countryside areas due to the soft ground that facilitates their movement. They usually avoid densely populated areas, but their preference for the flesh of livestock and humans keeps them away from uninhabited areas. In remote deserts, larger ankhegs can be found that feed on scorpions and camels.

Some ankhegs are trainable and can become beasts of burden, although their unpredictable behavior makes them dangerous in civilized regions.

Aquatic Man

Size/Type Medium humanoid (aquatic man), neutral
Ability Str 0 Dex 1 Con 1 Int 0 Wis 0 Cha 1
Hit Points 17, Defense: 13, Initiative: +1
Movement 3 m, swim 12 m
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Awareness +2
Languages Aquan, Common
Challenge 1/8 (25 XP)

Amphibious. The aquatic man can breathe air and water.

*ActionsSpear.** Melee or Ranged Weapon Attack*: +3 to hit, reach 1 m or range 6m, one target.

Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.

| Ecology | | — | Environment: Temperate oceans

Organization: Solitary, patrol (2-6), band (6-10 plus one 3rd-level lieutenant, company (11-60 plus 3 3rd-level lieutenants, 2 5th-level commanders, 1 7th-level commodore and 3-12 Squids | Treasure Category: NPC Equipment (Trident, Light Crossbow with 10 Bolts, N) | | Description |

Physically, the Fish Men resemble their ancestors, with expressive foreheads, pale skin, dark hair, and purple eyes. They have three thin gills on their neck, but can pass for Humans for short periods, if they wish.

Azer

Size/Type Medium elemental, lawful
Ability Str 3 Dex 1 Con 2 Int 1 Wis 1 Cha 0
Hit Points 51, Defense: 15, Initiative: +1
Movement 9 m
S. Throws Fortitude +4, Reflex +3, Will +3
Dam. Imm. Fire, Poison
Languages Ignan
Challenge 2 (450 XP)

Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (already included in the attack).

Heated Body. A creature that touches the azer or hits it with a melee attack while within 1 meter of it takes 5 (1d10) fire damage.

Living Fire. An azer doesn’ **t require food, drink, or sleep.

Illumination. The azer sheds bright light in a radius of 3 meters and dim light for 6 meters.

*ActionsWarhammer.** Melee Weapon Attack*: +6 to hit, reach 1 m, one target.

Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

| Ecology | | — | Environment: Any terrain (Plane of Fire)

Organization: Solitary, pair, team (3-6), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level), or clan (30-100 plus 50\% noncombatants plus 1 sergeant of 3rd level per 20 adults, 5 lieutenants of 5th level, and 3 captains of 7th level) | Treasure Category: Perfect Scale Armor, Perfect Warhammer, Light Hammer, N | | Description |

A proud and industrious race from the Plane of Fire, the Azer work in their fortresses of bronze and brass, always ready to fight their long and boiling war against the Efreet. The Azer live in a society where each member knows their place. Born with specific duties, usually related to the activities of their father or mother, the Azer devote themselves to these occupations for life. A caste system further keeps Azer society in line. The nobles, who rule without having to answer to anyone, wear decorated brass kilts as a symbol of their caste, while those of merchants and shop owners are made of sturdy bronze. Copper kilts are worn by the working caste, composed of servants, craftsmen, and laborers.

Capable of channeling heat through metal weapons and tools, the Azer almost never use non-metallic weapons, and prefer melee combat to ranged attacks. They commonly take prisoners, bringing them back to their fortresses and forcing them to work for them for a year and a day.

In the legendary City of Brass live more than half a million Azer. Most of these unfortunate Azer live a life of slavery under the Efreet. The Azer subjugated to this slavery continue to perform their duties without questioning, preferring to wait for their contracts to end or hoping that their masters die or are defeated. Dedication to order burns intensely in this race, to the point that some of the Azer slaves serve as supervisors over their own people. Outside the City of Brass, the Azer are free to live their lives, often in other Planar metropolises, creating objects, selling goods, and running taverns.

To an untrained eye, the Azer appear impressively similar to each other. They are 1.2 meters tall but weigh 100 kg.

B.O.C.

Size/Type large monstrosity, evil
Ability Str 4 Dex 3 Con 2 Int -2 Wis 1 Cha -1
Hit Points 88, Defense: 20, Initiative: +3
Movement 13 m
S. Throws Fortitude +6, Reflex +7, Will +5
Skills Stealth +8
Senses Darkvision 20 m, Low-light Vision 18 m
Languages Common, can only understand it
Challenge 4 (1100 XP)

ActionsMultiattack. The B.O.C makes two claw attacks and one bite attack, or makes two attacks with its tentacles.

Claws. Melee Weapon Attack: +7 to hit, reach 3 m, one target, 1 Bleeding damage.

Hit: 7 (1d6 + 4) slashing damage.

Bite. Melee Weapon Attack: for each claw that hit, the B.O.C gains +2 to hit with the bite. +6 to hit, reach 3 m, one target.

Hit: 10 (1d8 + 6) slashing damage.

Tentacles. Melee Weapon Attack: Each tentacle can hit up to 6 meters away and each can hit a different target, +6 to hit.

Hit: 6 (1d4 + 4) bludgeoning damage.

Reaction: Whiplash: when hit by an opponent in melee, the B.O.C. uses a Reaction to make a Tentacle attack.

Deflect Light. The B.O.C. is constantly affected by an effect that alters its position, every Attack Roll has -1d6. This penalty is eliminated if you can attack the B.O.C. without using sight to identify it.

The B.O.C. constantly bends light around itself, appearing almost a meter displaced from its actual position. This ability is not affected by normal vision types; only Truesight, blindsight, or tremorsense can correctly perceive the B.O.C.

| Ecology | | — | Environment: Hills and forests

Organization: Solitary, pair, or pack (2d4) | Treasure Category: I | | Description |

The Black Ops Cat, better known as B.O.C., is a large predatory feline, obviously black in color. Fierce, insatiable, it kills for the pleasure of hunting. It usually operates in packs and is extremely loyal to the group.

Balor

Size/Type Huge demon, evil
Ability Str 8 Dex 2 Con 6 Int 5 Wis 3 Cha 6
Hit Points 379, Defense: 39, Initiative: +5
Movement 12 m, flight 24 m
S. Throws Fortitude +25, Reflex +21, Will +22
Damage Resistance Cold, Lightning;
Damage Immunity Fire, Poison, +1 weapons
Vulnerability cold iron, Light
Senses truesight 36 m
Languages Abyssal, telepathy 36 m
Challenge 19 (22000 XP)

Magic Weapons. The demon’ **s weapon attacks are magical.

Fire Aura. At the start of each of the demon’ **s turns, each creature within 1 meter of it takes 10 (3d6) fire damage, and flammable objects that are not being worn or carried in the aura ignite. A creature that touches the demon or hits it with a melee attack while within 1 meter of it takes 10 (3d6) fire damage.

Magic Resistance. The demon has +1d6 to Saving Throws against spells and other magical effects.

Death Throes. When the demon dies, it explodes; each creature within 9 meters of it must make a Reflex Saving Throw DC 31, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects that are not being worn or carried, and destroys the demon’ **s weapons.

ActionsMultiattack. The demon makes two attacks: one with its longsword and one with its whip.

Whip. Melee weapon attack: +14 to hit, reach 9 m, one target.

Hits: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a Fortitude Saving Throw DC 32 or be pulled 7 meters toward the demon.

Longsword. Melee weapon attack: +14 to hit, reach 3 m, one target.

Hits: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage.

Reaction: Opportunity Attack: the demon makes an attack against a creature that moves through or out of its 6-meter reach.

Teleport. The demon magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 36 meters.

| Ecology | | — | Environment: Any (Abyss)

Organization: Solitary or war band (1 Balor and 2-5 Glabrezu) | Treasure Category: Standard (Unholy Longsword+1, Flaming Whip+1, R) | | Description |

When people whisper terrifying tales of demonic creatures, they mostly imagine an imposing figure of fire and flesh, a horned nightmare armed with flaming whip and sword, flying through the night in search of its prey. The demon these people fear is the Balor, and this fear is fully justified, since few demons can match the mighty Balor in strength or brutality.

In the Abyss, Balors are mostly in the service of demon lords, as generals or captains (when they are not extremely powerful balors, known as balor lords). A balor typically commands vast legions of demons and, although it often allows these eager and drooling servants to fight its battles, it is anything but a coward. If an opportunity to join a battle presents itself, few balors choose to hold back.

A Balor is 4.2 meters tall and weighs 2,250 kg. Only the most cruel mortal souls can fuel the creation of a balor: unlike other demons, it often takes numerous souls of powerful evildoers to give birth to a new balor.

Banshee

Size/Type Medium undead, Arrogant, Vain
Ability Str -5 Dex 5 Con 0 Int 1 Wis 1 Cha 4
Hit Points 87, Defense: 22, Initiative: +5
Movement 0 m, fly 18 m, Hover
S. Throws Fortitude +4, Reflex +9, Will +5
Damage Res. Acid, Electricity, Fire, Sound; +1 magic weapons
Dam. Imm. Void, Poison, Cold, nonmagical weapons
Immunities charmed, grappled, restrained, paralyzed, petrified, prone, exhausted, bleeding
Senses Darkvision 18 m
Languages Elvish, Common, Expiran
Challenge 4 (1100 XP)

Detect Life. The Banshee can sense the presence of creatures that are not undead or constructs within a range of 5 kilometers. It knows the general direction they are in, but not their exact location.

Incorporeal Movement. The Banshee can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Undead Nature. The Banshee doesn’ **t need air, food, drink, or sleep.

Light Sensitivity. While in sunlight, the Banshee is Slowed 1.

ActionsCorrupting Touch. Touch Attack: +6 to hit, reach 1 m, one target.

Hit: 12 (3d6 +2) Void damage.

Reaction: Scream of Hatred: using a reaction, the Banshee screams at an opponent who has made a Critical Hit against her. The opponent must make a Fortitude saving throw with Charisma bonus DC 16 to halve 2d8 force damage.

Horrifying Visage. Each creature within 18 meters of the Banshee that can see it and isn’ **t an undead must succeed on a Will saving throw with Charisma modifier DC 18 or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with -1d6 if the Banshee is within line of sight; on a success, the effect ends for that target. If a target succeeds on the saving throw or the effect ends for it, that target is immune to the Banshee’ **s Horrifying Visage for 24 hours.

Wail (1/Day). The Banshee releases a mournful wail, provided that she isn’ **t in sunlight. This wail has no effect on constructs and undead. Every other creature within 9 meters of her that can hear her must make a Fortitude saving throw with Charisma bonus DC 17; on a failure, it drops to 0 hit points, while on a success, it takes 35 (10d6) force damage.

| Ecology | | — | Environment: Any

Organization: Solitary | Treasure Category: D | | Description |

The Banshee is the enraged spirit of a woman who betrayed her loved ones or was herself betrayed. Driven mad with grief, the Banshee unleashes her vengeance on every living creature (innocent or guilty) with her dreadful touch and her deadly screams.

Basilisk

Size/Type Medium monstrosity, unaligned
Ability Str 3 Dex -1 Con 2 Int -4 Wis -1 Cha -2
Hit Points 70, Defense: 15, Initiative: -1
Movement 6 m
S. Throws Fortitude +5, Reflex +3, Will +3
Senses Darkvision 18 m
Challenge 3 (700 XP)

Petrifying Gaze. If a creature starts its turn within 9 meters of the basilisk and the two can see each other, if the basilisk isn’ **t incapacitated, it can force the creature to make a Fortitude saving throw DC 14. If the creature fails the saving throw, it becomes Slowed 1. The creature must repeat the saving throw at the end of its next turn. If it succeeds, the effect ends. If it fails, the creature is petrified until freed by the Greater Restoration spell or other magic.

A creature that isn’ **t surprised and wants to attack the basilisk without looking directly at it has -1d6 to attack rolls.

If the basilisk is within 9 meters of its reflection in bright light and sees it, it mistakes the reflection for a rival and becomes the target of its own gaze.

*ActionsBite.** Melee Weapon Attack*: +6 to hit, reach 1 m, one target.

Hit: 10 (2d6 + 3) piercing damage plus Basilisk Venom.

Poison: Basilisk Venom, F, instantaneous, Fortitude ST 14 or Slowed 1/3r.

| Ecology | | — | Environment: Any

Organization: Solitary, pair, or colony (3-6) | Treasure Category: F | | Description |

The basilisk, often called the King of Serpents, is an eight-legged reptile with an aggressive disposition that has the ability to turn creatures to stone with its gaze. Legend has it that, like the Cockatrice, the first basilisks were born from eggs laid by snakes and incubated by roosters, but very little in the basilisk’ **s physiology supports this theory.

Basilisks live in almost all dry environments, from forests to deserts, and their skin tends to reflect their surrounding environment.

They tend to use caves, dens, or other sheltered areas as refuges. These refuges are often marked by statues depicting people and animals in natural poses, which are actually the petrified remains of unfortunates who encountered a basilisk.

Basilisks have the ability to consume petrified creatures. When not waiting for small mammals, birds, or reptiles that make up their diet, basilisks spend their time sleeping in their dens. Those who are brave enough to capture basilisks or hide treasure near them discover that these beings can serve as custodians or guard dogs.

An adult basilisk is almost 3 meters long, half of which is occupied by the long tail, and weighs 135 kilograms. Some breeds have small curved horns on the nose or small crests of bony spines on the head resembling a crown. Although they are generally solitary creatures that gather only to mate and lay eggs, in particularly dangerous areas they may gather in small groups to protect themselves and attack intruders en masse.

For unknown reasons, weasels, ferrets, and small mice are immune to the basilisk’ **s gaze, and sometimes sneak into the dens while the adult is hunting to feed on its young.

Bearded Devil

Size/Type Medium devil, evil
Ability Str 3 Dex 2 Con 2 Int -1 Wis 0 Cha 0
Hit Points 70, Defense: 18, Initiative: +2
Movement 9 m
S. Throws Fortitude +5, Reflex +5, Will +3
Damage Res. Cold; from non-magical or non-silvered weapons
Dam. Imm. Fire, Poison
Vulnerabilities silver, Light
Senses Darkvision 36m
Languages Infernal, telepathy 36 m
Challenge 3 (700 XP)

Magic Resistance. The devil has +1d6 to Saving Throws against spells and other magical effects.

Steadfast. The devil can’ **t be frightened while it can see an allied creature within 9 meters of it.

Devil’ **s Sight. The devil’ **s Darkvision is not limited by magical darkness.

ActionsMultiattack. The devil makes two attacks: one with its beard and one with its glaive.

Beard. Melee weapon attack: +5 to hit, reach 1 m, one creature.

Hits: 6 (1d8 + 2) piercing damage and the target must succeed on a DC 14 Fortitude Saving Throw or be poisoned for 1 minute. While poisoned in this way, the target can’ **t regain Hit Points. The target can repeat the Saving Throw at the end of each of its turns, ending the effect if it succeeds on the Saving Throw.

Glaive. Melee weapon attack: +6 to hit, reach 3, one target.

Hits: 8 (1d10 + 3) slashing damage. If the target is a creature, excluding constructs and undead, it must succeed on a DC 15 Fortitude Saving Throw or lose 5 (1d10) Hit Points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage inflicted by the wound increases by 5 (1d10). Any creature can take two Actions to stanch the wound with a successful DC 12 Wisdom (First Aid) check. The wound also closes if the target receives any magical healing.

Reaction: Opportunity Attack: the devil makes an attack against a creature that moves through or out of its 1-meter reach.

| Ecology | | — | Environment: Any (Hell)

Organization: Solitary, pair, squad (3-10) or troop (10-40) | Treasure Category: Glaive, L | | Description |

Chosen warriors of the infernal legions, bearded devils, or barbazus, fight savagely in the name of their infernal lords and command brutal hordes of the damned in battle. They gather and train with their hell-forged glaives among the vaults of the third circle of Hell, Erebus, but inevitably return to the first circle, Avernus, to serve alongside the fearsome lord Barbatos.

Barbazus love to make charging attacks with their glaives and try to maintain a distance of 3 meters between themselves and their opponents, so they can use their characteristic pole weapons with maximum efficiency. Standing upright, bearded devils are more than 1.8 meters tall (although the crouched position they keep in battle often makes them appear shorter) and weigh more than 100 kg.

Behir

Size/Type Huge monstrosity, evil
Ability Str 6 Dex 3 Con 4 Int -2 Wis 2 Cha 1
Hit Points 221, Defense: 29, Initiative: +3
Movement 15 m, climb 12 m
S. Throws Fortitude +15, Reflex +14, Will +13
Skills Stealth +7
Dam. Imm. Electricity
Senses Darkvision 27 m
Languages Draconic
Challenge 11 (7200 XP)

ActionsMultiattack. The behir makes two attacks: one with its bite and one to constrict.

Bite. Melee Weapon Attack: +13 to hit, reach 3 m, one target.

Hit: 22 (3d10 + 6) piercing damage.

Constrict. Melee Weapon Attack: +13 to hit, reach 1 m, one Large or smaller creature.

Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (DC 16 to escape).

Swallow. The behir makes a bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, has total cover against attacks and other effects outside the behir, and takes 21 (6d6) acid damage at the start of each of the behir’ **s turns. The behir can swallow only one creature at a time.

If the behir takes 30 or more damage in a single turn from a creature it has swallowed, it must succeed on a Fortitude saving throw DC 19 at the end of that turn or regurgitate the creature, which falls prone in a space within 3 meters of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 2 Actions and exiting prone.

Lightning Breath (Recharge 5-6). The behir exhales lightning in a line that is 6 meters long and 1 meter wide. Each creature in that line must make a Reflex saving throw DC 24, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Enraged: The Behir recharges its lightning breath. Costs 2 Actions.

| Ecology | | — | Environment: Hills and Hot Deserts

Organization: Solitary or pair | Treasure Category: U | | Description |

The behir is a territorial creature that crawls through sandy hills and desert rocks, hunting all creatures that dare to enter its territory. With an average length of 12 meters and weighing about 1800 kg, the behir is equipped with six pairs of clawed limbs that it uses in combat to grab enemies, run, or climb.

Despite its bestial fury, the behir is not necessarily evil and can be persuaded by intrepid negotiators. Behirs are often linked to blue dragons, but the nature of this connection is unknown. This bond creates resentment in behirs, making them ready to attack any dragon that enters their territory.

Black Dragon Wyrmling

Size/Type Medium dragon, evil
Ability Str 2 Dex 2 Con 1 Int 0 Wis 0 Cha 1
Hit Points 51, Defense: 16, Initiative: +2
Movement 9 m, climb 9 m, fly 18 m
S. Throws Fortitude +3, Reflex +4, Will +3
Skills Stealth +4, Awareness +4
Dam. Imm. Acid
Senses Darkvision 18 m, Blindsight 3 m
Languages Draconic
Challenge 2 (450 XP)

Amphibious. The dragon can breathe air and water.

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 5-meter line that is 1 meter wide. Each creature in that area must make a DC 14 Reflex Saving Throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

| Ecology | | — | Environment: Warm Swamps

Organization: Solitary | Treasure Category: H | | Description |

See Ancient Black Dragon Description.

Black Knight

Size/Type Medium undead, Arrogant, Patient
Ability Str 5 Dex 1 Con 5 Int 1 Wis 2 Cha 3
Hit Points 357, Defense: 37, Initiative: +1
Movement 9 meters
S. Throws Fortitude +23, Reflex +19, Will +20
Skills Intimidate +12, Religion +8, Planes Knowledge +8, Arcana Knowledge +5
Damage Res. Cold, Electricity
Dam. Imm. Void, Poison; +1 weapons
Immunities charmed, paralyzed, exhausted, frightened, bleeding
Senses Darkvision 36m
Languages Common, Abyssal, Expiran
Challenge 18 (20000 XP)

Spells. The Black Knight has Magic Proficiency 7. Its spellcasting ability is Charisma. The Black Knight knows the following spells:

level 1 (4 slots): Command, Arcane dart, Shield

level 2 (3 slots): Hold Person, Magic Weapon

level 3 (3 slots): Counterspell, Dispel Magic, Fireball

level 4 (3 slots): Banishment, Branding Smite (with 1 automatic magic critical, Void damage)

Undead Nature. The Black Knight doesn’ **t need air, food, drinks, or sleep.

Legendary Resistance (1/Day). If the Black Knight fails a Saving Throw, he can choose to succeed instead.

Turn Resistance. The Black Knight has +1d6 to Saving Throws against effects that turn undead.

*ActionsMultiattack.** 3 attacks with longsword +3*: +27 to hit, reach 1 m, up to three different creatures, or 1 sword strike with Corruption

Hits: 13 (1d10+5+3) slashing damage + Flaming Strike (Void damage)

Corruption: 15 (1d10+10) slashing damage. The target must make a Will Saving Throw DC 30 or lose 1/10 of a Trait point tied to a good Patron if present.

Reaction: Opportunity Attack: the Black Knight makes an attack against a creature that moves through or out of his 1-meter reach.

| Ecology | | — | Environment: Any

Organization: Solitary | Treasure Category: longsword +3 or full plate armor +3, the rest of the equipment disappears with the death of the Black Knight. | | Description |

Damned to the depths of his soul, the Black Knight is the antithesis of the knight of Sumkjr, and often arises from the corruption of a knight of Sumkjr. A formidable adversary, cunning, tactical, he loves to behave and reason maliciously, like a person still alive. His tactic is to cast Fireball as soon as possible and then consume the victim with Branding Smite.

Black Pudding

Size/Type Large ooze, unaligned
Ability Str 3 Dex -3 Con 3 Int -5 Wis -2 Cha -5
Hit Points 89, Defense: 14, Initiative: -3
Movement 20 ft, climb 20 ft
S. Throws Fortitude +7, Reflex +3, Will +3
Dam. Imm. Acid, Cold, Lightning, slashing, from critical
Condition Imm. blinded, charmed, deafened, prone, exhausted, frightened
Senses Blindsight 60 ft (blind beyond this radius)
Challenge 4 (1100 XP)

Amorphous. The black pudding can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If the penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.

The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Ooze Nature. The pudding doesn’ **t need to sleep.

Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

*ActionsPseudopod.** Melee Weapon Attack*: +6 to hit, reach 5 ft, one target.

Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the Defense it offers. The armor is destroyed if the penalty reduces its Defense to 0.

ReactionsSplit. When a Medium or larger pudding takes lightning or slashing damage, it splits into two new puddings of at least 10 hit points each. Each new pudding has half the original pudding’ **s hit points, rounded down. New puddings are one size smaller than the original pudding.

| Ecology | | — | Environment: Any underground

Organization: Solitary | Treasure Category: None | | Description |

Black puddings are the scavengers of the underground world, constantly searching for food. They can sense organic or metallic bodies within 60 feet and instinctively attack such objects or beings until they dissolve them, or until the ooze is killed. A black pudding reproduces by breaking off a piece of its body and forming a smaller new pudding that reaches adulthood within a month. Some of the more intelligent creatures in the underground world use black puddings for natural garbage disposal, creating stone cavities designed to house the pudding, and then throwing in organic waste or enemies.

Blue Dragon Wyrmling

Size/Type Huge dragon, evil
Ability Str 3 Dex 0 Con 2 Int 1 Wis 0 Cha 2
Hit Points 70, Defense: 16, Initiative: +1
Movement 9 m, burrow 5 meters, fly 18 m
S. Throws Fortitude +5, Reflex +3, Will +3
Skills Stealth +2, Perception +4
Dam. Imm. Lightning
Senses Darkvision 18 m, Blindsight 3 m
Languages Draconic
Challenge 3 (700 XP)

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) electricity damage.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 9-meter-long, 1-meter-wide line. Each creature in that line must make a DC 14 Reflex Saving Throw, taking 22 (4d10) electricity damage on a failed save, or half as much damage on a successful one.

| Ecology | | — | Environment: Mountain peaks

Organization: Solitary | Treasure Category: C | | Description |

See Ancient Blue Dragon Description.

Bone Bloom

Size/Type Large undead, unaligned
Ability Str 3 Dex 2 Con 4 Int -2 Wis -2 Cha -3
Hit Points 127, Defense: 22, Initiative: +2
Movement 12 m
S. Throws Fortitude +10, Reflex +8, Will +4
Dam. Imm. Poison
Damage Res. piercing, slashing, Poison, from Light
Immunities fatigued, bleeding, slowed, slow
Senses Blindsight 18 m
Languages understands Common, druidic, sylvan but cannot speak
Challenge 6 (2300 XP)

One Foot in Nature. While Bone Bloom is in contact with the earth, it regenerates 6 Hit Points at the start of its round.

One with Nature. While Bone Bloom is in a natural environment and not moving, it attacks with surprise if not noticed. A Perception check DC 21 is required to notice it.

Undead Nature. Bone Bloom doesn’ **t need air, food, drink, or sleep.

ActionsMultiattack Bone Bloom can attack with the Great Club 3 times or use Blow Spores and execute one attack with the Great Club

Great Club. Melee Weapon Attack: +8 to hit, reach 2 m, one target.

Hit: 17 (2d10 + 6) bludgeoning damage

Reaction: Opportunity Attack: the Bone Bloom makes an attack against a creature that moves through or out of its 1-meter reach.

Spore Breath: 6-meter radius. Bone Bloom emits spores and pollen all around itself. Any creature that breathes within 6 meters of the Bone Bloom must make a Fortitude Saving Throw at DC 18. If the Saving Throw fails, the creature takes 3d8 poison damage and is under the influence of the Slow spell for a minute. If the Saving Throw succeeds, it takes half the damage and is slowed until the end of the next round.

Enraged: the Bone Bloom gathers the energies of nature around it, withering it. It recovers 50 Hit Points. Costs 2 Actions.

| Ecology | | — | Environment: Any forest

Organization: Solitary, groups (2d12) | Treasure Category: Incidental | | Description |

Bone Blooms are creatures that died in the depths of the forest for various reasons. Nature, not wanting to waste anything, animates the creature to make it its defender. At first glance, a Bone Bloom is not different from a trunk covered with colorful lichens, small mushrooms, and grassy mantle, so one is it with nature.

Bone Devil

Size/Type Large devil, evil
Ability Str 4 Dex 3 Con 4 Int 1 Wis 2 Cha 3
Hit Points 184, Defense: 27, Initiative: +3
Movement 12 m, flight 12 m
S. Throws Fortitude +13, Reflex +12, Will +11
Skills Deception +7, Detect Emotions +6
Damage Res. Cold; from non-magical or non-silvered weapons
Dam. Imm. Fire, Poison
Vulnerabilities silver, Light
Senses Darkvision 36m
Languages Infernal, telepathy 36 m
Challenge 9 (5000 XP)

Magic Resistance. The devil has +1d6 to Saving Throws against spells and other magical effects.

Devil’ **s Sight. The devil’ **s Darkvision is not limited by magical darkness.

ActionsMultiattack. The devil makes three attacks: two with its claws and one with its sting or one with its hooked polearm and one with its sting.

Hooked Polearm. Melee weapon attack: +11 to hit, reach 3 m, one target.

Hits: 17 (2d12 + 4) piercing damage. If the target is a creature of Huge size or smaller, it can be grappled (DC 14 to escape). Until the grapple ends, the devil can’ **t use its polearm on another target.

Claw. Melee weapon attack: +9 to hit, reach 3 m, one target.

Hits: 8 (1d8 + 4) slashing damage, 1 Bleeding damage.

Sting. Melee weapon attack: +9 to hit, reach 3 m, one target.

Hits: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 21 Fortitude Saving Throw, or be poisoned, -1 Strength and Dexterity, for 1 minute. The target can repeat the Saving Throw at the end of each of its turns, ending the effect if it succeeds.

Enraged: the Bone Devil attacks all creatures around it with its polearm. All creatures within a 3-meter radius are subjected to a Hooked Polearm attack, without being grappled. Cost 2 Actions. The Bone Devil can decide to become invisible as under the spell of Greater Invisibility. 2 Actions.

| Ecology | | — | Environment: Any (Hell)

Organization: Solitary, squad (2-3), council (4-10) or contingent (1-3 ice devils, 2-6 horned devils and 1-4 bone devils | Treasure Category: I | | Description |

Bone devils are inquisitors of the diabolical races, known for their passion for torturing mortals, souls, and other devils. Born in the marshes of Stygia, in the fifth circle of Hell, they enforce the orders of the archdevils with absolute devotion.

Bone devils often travel to the mortal plane to serve evil spellcasters, gathering valuable information. Standing 2.7 meters tall and weighing over 200 kg, with terrifying tails and wings, they are imposing and feared.

Brain Eater

Size/Type Small aberration, evil
Ability Str 1 Dex 6 Con 5 Int 3 Wis 0 Cha 3
Hit Points 186, Defense: 30, Initiative: +6
Movement 12 m
S. Throws Fortitude +14, Reflex +15, Will +9
Dam. Imm. Fire
Immunities spells from Illusion and Charm magic lists
Senses Blindsight 18 m
Languages telepathy 50 m
Challenge 9 (3900 XP)

Eyes of Magic. The Brain Eater has Detect Magic always active.

Innate Spellcasting. The Brain Eater’ **s spellcasting ability is Charisma. The Brain Eater can innately cast the following spells, without need for material components:

At will: Confusion (single target), Inflict Wounds with a critical, Invisibility

3/day: Cure Wounds 3, Globe of Invulnerability

ActionsMultiattack. The Brain Eater can make 4 attacks, one per claw

Claw. Melee Weapon Attack: +9 to hit, reach 1 m, one creature.

Hit: 3 slashing damage (1d4+1), 1 Bleeding damage.

Special AbilitiesBody Theft

By spending 3 Actions, a Brain Eater can become tiny and crawl into the mouth/nose/ears of a helpless or dead creature and reach the brain to feed on it. This is an action that kills the creature.

The Brain Eater takes control of the body and can use it at will, as if controlling the victim with a Dominate Monster spell. The Brain Eater has full access to all defensive and offensive capabilities of the host except for magical abilities and spells (although the Brain Eater can still use its own magical abilities).

A host body must not be dead for more than 1 day for this ability to work, and even after being successfully occupied, bodies decompose becoming unusable in 7 days (unless this period is extended with the Gentle Repose spell).

While the Brain Eater occupies the body, it knows (and can speak) the languages known to the victim and information about their identity and personality, but cannot possess their specific memories and knowledge.

Damage inflicted to the body, which has double the original Hit Points, does not damage the Brain Eater, and if the host body is destroyed, the Brain Eater emerges and is Stunned for 1 round.

| Ecology | | — | Environment: Any underground

Organization: Solitary, clutch (2-6) or tribe (7-16) | Treasure Category: G | | Description |

A Brain Eater is nothing more than a brain of about 50 cm equipped with 4 powerful clawed legs.

Brain Eaters are certainly among the cruelest races in the world. Unable to feel emotions or indulge in the sins of physical pleasure, brain eaters are forced to steal bodies to satisfy their gluttony, lust, and cruelty. There are stories that tell of entire underground cities of these creatures wearing bodies like clothes to consume frightening orgies and macabre feasts.

Solitary Brain Eaters often live in ruins or caves on the edges of civilized regions to make periodic raids into cities to “purchase” an enticing new body.

It is said that Shayalia’ **s garden is full of Brain Eaters. A Brain Eater is 90 cm long and weighs about 30 kg.

Brass Dragon Wyrmling

Size/Type Medium dragon, good
Ability Str 2 Dex 0 Con 1 Int 0 Wis 0 Cha 1
Hit Points 33, Defense: 13, Initiative: +0
Movement 30 ft, burrow 15 ft, fly 60 ft
S. Throws Fortitude +3, Reflex +3, Will +3
Dam. Imm. Fire
Skills Stealth +2, Perception +4
Senses Darkvision 60 ft, Blindsight 10 ft
Languages Draconic
Challenge 1 (200 XP)

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 5 ft, one target.

Hit: 7 (1d10 + 2) piercing damage.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Fiery Breath. The dragon exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Reflex Saving Throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 12 Fortitude Saving Throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an Action to wake it.

| Ecology | | — | Environment: Hot Deserts

Organization: Solitary | Treasure Category: C | | Description |

Excellent conversationalists, brass dragons prefer to talk rather than fight. Brass dragons make their lairs near humanoid settlements, where they can hear the latest news and gossip.

Bronze Dragon Wyrmling

Size/Type Medium dragon, good
Ability Str 3 Dex 0 Con 2 Int 1 Wis 0 Cha 2
Hit Points 51, Defense: 14, Initiative: +1
Movement 9 m, swim 9 m, fly 18 m
S. Throws Fortitude +4, Reflex +3, Will +3
Skills Stealth +2, Awareness +4
Dmg. Imm. Lightning
Senses Darkvision 18 m, Blindsight 3 m
Languages Draconic
Challenge 2 (450 XP)

Amphibious. The dragon can breathe air and water.

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 8 (1d10 + 3) piercing damage.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Lightning Breath. The dragon exhales lightning in a 12-meter line that is 1 meter wide. Each creature in that line must make a DC 16 Reflex Saving Throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 9-meter cone. Each creature in that area must succeed on a DC 16 Fortitude Saving Throw or be pushed 9 meters away from the dragon.

| Ecology | | — | Environment: Temperate Coastal Areas

Organization: Solitary | Treasure Category: C | | Description |

Bronze dragons are known to ally with travelers and adventurers if the cause and reward are just and adequate.

Bugbear

Size/Type Medium humanoid (goblinoid), Arrogant, Impulsive
Ability Str 2 Dex 2 Con 1 Int -1 Wis 0 Cha -1
Hit Points 33, Defense: 15, Initiative: +2
Movement 9 m
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Stealth +6, Survival +2
Senses Darkvision 18 m
Languages Common, Goblin
Challenge 1 (200 XP)

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Brute. A melee weapon deals one extra die of damage when the bugbear hits with it (included in the attack).

*ActionsMorningstar.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 11 (2d8 + 2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 1 m or range 12m, one target.

Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

| Ecology | | — | Environment: Temperate mountains

Organization: Solitary, pair, group (3-6), or war band (7-12 plus 2 Warriors of 1st level and 1 captain of 3rd-5th level) | Treasure Category: NPC Equipment (Leather Armor, Light Wooden Shield, Morningstar, 3 Javelins, O) | | Description |

The bugbear is the largest of the Goblinoid race, a brute with heavy movements that stands at least a head taller than most Humans. They are solitary creatures who prefer to live and kill alone rather than in tribes, although it is not unusual to find a small band of Bugbears that collaborates with or lives with a tribe of Goblins or Hobgoblins, serving as elite guards or executioners.

Bugbears do not form large settlements like goblins or nations like hobgoblins; they prefer something smaller and more chaotic that leaves them free to do what they prefer (killing and torturing) on a more personal level. Humans are the preferred prey of bugbears, and most of them count human flesh as one of the main foods in their diet. Macabre trophies such as ears and fingers are common decorations among bugbears.

Bugbears, when they turn to religion, prefer deities of murder and violence, with various demon lords among the favorites. A typical bugbear is 2.1 meters tall and weighs 200 kg.

Bulette

Size/Type Large beast, unaligned
Ability Str 4 Dex 0 Con 5 Int -4 Wis 0 Cha -3
Hit Points 110, Defense: 18, Initiative: +0
Movement 12 m, burrow 12 m
S. Throws Fortitude +10, Reflex +5, Will +5
Skills Awareness +6
Senses Darkvision 18 m, tremorsense 18 m
Challenge 5 (1800 XP)

Standing Leap. A bulette can long jump up to 9 meters and high jump up to 5 m with or without a running start.

*ActionsBite.** Melee Weapon Attack*: +7 to hit, reach 1 m, one target.

Hit: 30 (4d12 + 4) piercing damage.

Deadly Leap. If the bulette jumps at least 3 meters as part of its movement, it can then use this action to land on its feet in a space that contains one or more creatures. Each of those creatures must succeed on a Fortitude or Reflex saving throw DC 18 (target’ **s choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn’ **t knocked prone, and is pushed 1 meter out of the bulette’ **s space into an unoccupied space of the creature’ **s choice. If no unoccupied spaces are within range, the creature falls prone in the bulette’ **s space.

Blood Scent. The bulette focuses its attention on a creature it has wounded, 1 Action, until the end of combat or until the creature is fully healed it has +2 to attack rolls.

Enraged: The bulette recharges with its last energies, regaining three times its CR in hit points. Costs 1 Action.

| Ecology | | — | Environment: Temperate Hills

Organization: Solitary or pair | Treasure Category: None | | Description |

Creation of an unknown wizard of the past, the bulette has now become a fierce hill predator. Burrowing rapidly beneath the ground, it cleaves the surface with its dorsal fin, leaving behind a characteristic trail. The bulette leaps out, freeing itself from rocks and soil, to tear its prey to pieces without remorse, thus giving rise to its nickname of land shark.

Bulettes are known for their bad temper, and attack creatures much larger than themselves without any fear. Solitary beasts except for occasional breeding pairs, they spend most of their time patrolling their territories, which can exceed 4 km², hunting and punishing intruders with a fury capable of shaking hillsides.

Bulettes are perfect machines for devouring and destroying bones, armor, and even magical objects with their powerful jaws and the roiling acid of their stomach. In the absence of anything else, a bulette might gnaw on common objects, but for some reason does not willingly eat elf flesh, perhaps a sign of elven magic involvement in their creation, or dwarf flesh, although it can slaughter members of both races. Gnomes, however, are among these beasts’ ** favorite foods, and there are no sensible Gnomes who would venture into a bulette’ **s territory lightly.

The bulette is a cunning fighter, and surprises enemies with impressive agility. One of its favorite tactics is to charge and leap onto prey, attacking with its razor-sharp claws. It is said that the flesh behind the beast’ **s dorsal ridge is particularly tender, and that those who wish or manage to wait for the fin to be raised in the heat of battle or mating can try to deliver a fatal blow to that spot, though most of those who have faced a land shark agree that the best way to win a fight with a bulette is to avoid it altogether.

Centaur

Size/Type Large monstrosity, good
Ability Str 4 Dex 2 Con 2 Int -1 Wis 1 Cha 0
Hit Points 51, Defense: 16, Initiative: +2
Movement 15 m
S. Throws Fortitude +4, Reflex +4, Will +3
Skills Athletics +6, Awareness +3, Survival +3
Languages Elvish, Sylvan
Challenge 2 (450 XP)

Charge. If the centaur moves at least 9 meters straight toward a target and hits with a pike attack during the same round, the target takes 10 (3d6) additional piercing damage.

ActionsMultiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

Pike. Melee weapon attack: +5 to hit, reach 3 m, one target.

Hits: 9 (1d10 + 4) piercing damage.

Hooves. Melee weapon attack: +6 to hit, reach 1 m, one target.

Hits: 11 (2d6 + 4) bludgeoning damage.

Longbow. Ranged weapon attack: +4 to hit, range 45m, one target.

Hits: 6 (1d8 + 2) piercing damage.

| Ecology | | — | Environment: Temperate plains and forests

Organization: Solitary, pair, band (3-10), tribe (11-30 plus 3 hunters of 3rd level and 1 leader of 6th level) | Treasure Category: B | | Description |

Legendary hunters and skilled warriors, centaurs are part human and part horse. Generally located at the edges of civilization, this stoic population varies enormously in appearance: usually the skin color is very tanned but similar to that of humans in neighboring regions, while the lower part of the body has the shades of local equines. They have dark hair and eyes and rather marked facial features, while their total size depends on the size of the horse of which they have the lower part of the body. So, while an average centaur stands 2.1 meters tall and weighs more than 1000 kg, there are multiple regional variants, from the slender plains runners to the massive mountain hunters.

Centaurs live an average of about 60 years. Distant from other races and in conflict with others of their own kind, centaurs are an ancient race that is slowly beginning to accept the modern world. Although the majority of centaurs still live in tribes wandering vast plains or on the edges of mystical forests, some have abandoned the isolationist ways of their ancestors to settle in cosmopolitan cities. Often these free spirits are considered outcasts and are despised by their tribes, and therefore the decision to abandon them is a heavy choice. In some cases, however, entire tribes led by progressive leaders have begun to trade or form alliances with other humanoid communities, especially Elves, sometimes Gnomes, and more rarely Humans or Dwarves. Many races remain cautious around centaurs, though, mostly because of legends that portray them as territorial and fierce creatures and because of periodic violent clashes they have with stubborn settlers and expanding towns.

Legend has it that the Centaurs were supposed to explode like all equines, by the will of Calicante. Ljust, horrified by so much death, interceded with Calicante to leave these creatures alone. This rescue has led many Centaur tribes to be devoted to the Lady of Light, although others have preferred to dedicate their worship to Calicante in the hope that he will not kill them all in one night.

Chain Devil

Size/Type Medium devil, evil
Ability Str 4 Dex 2 Con 4 Int 0 Wis 1 Cha 2
Hit Points 165, Defense: 24, Initiative: +2
Movement 9 m
S. Throws Fortitude +12, Reflex +10, Will +9
Damage Res. Cold; from non-magical or non-silvered weapons
Dam. Imm. Fire, Poison
Vulnerabilities silver, Light
Senses Darkvision 36m
Languages Infernal, telepathy 36 m
Challenge 8 (3900 XP)

Magic Resistance. The devil has +1d6 to Saving Throws against spells and other magical effects.

Devil’ **s Sight. The devil’ **s Darkvision is not limited by magical darkness.

ActionsMultiattack. The devil makes two attacks with its chain.

Chain. Melee weapon attack: +9 to hit, reach 3 m, one target.

Hits: 11 (2d6 + 4) slashing damage. The target is grappled (DC 14 to escape) if the devil isn’ **t already grappling another creature. Until the grapple ends, the target takes 7 (2d6) piercing damage at the start of each of its turns.

Animate Chains (Recharge after 1 hour). Up to four chains the devil can see within 18 meters of it magically sprout razor-sharp edges and animate under the devil’ **s control, provided that the chains aren’ **t being worn or carried by anyone else.

Each animated chain is an object with Defense 20, 20 Hit Points, resistance to piercing damage, and immunity to sound damage. When the devil uses Multiattack on its turn, it can use each animated chain to make an additional chain attack. An animated chain can grapple one creature of its own but can’ **t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 Hit Points or if the devil is incapacitated or dies.

Reaction: Unnerving Mask. When a creature the devil can see starts its turn within 9 meters of the devil, the devil can create an illusion to appear like the creature’ **s lost love or bitter rival. If the creature can see the devil, it must succeed on a DC 21 Will Saving Throw or be frightened until the end of its turn.

Reaction: Opportunity Attack: the devil makes an attack against a creature that moves through or out of its 3-meter reach.

Enraged: the Chain Devil flails its chains in front of itself. Until the end of combat, its Defense is 27. Costs 1 Action per round to maintain the effect.

| Ecology | | — | Environment: Any

Organization: Solitary, pair, gang (3-6) or chain (7-20) | Treasure Category: R | | Description |

Often classified by the uninitiated among the ranks of infernal devils, Chain Devils are not true devils. Although some are known to live in Hell, they exist outside the hierarchies established by the gods of the underworld and its archdevils, and can sometimes be found on other planes, particularly on the Plane of Shadows. Many suggest they are native to Hell that existed before the advent of the diabolic lineage, although others hypothesize they were brought to the plane by some sadistic power. Regardless of their origins, they wander the planes indulging their desire to cause and receive suffering, seeking pain through violent kidnappings and sadistic depravities.

Champion Skeleton

Size/Type Medium undead, evil
Ability Str 4 Dex 1 Con 3 Int -2 Wis -1 Cha -3
Hit Points 70, Defense: 17, Initiative: +1
Movement 40 ft
S. Throws Fortitude +6, Reflex +4, Will +3
Dmg. Imm. Poison
Dmg. Res. piercing, slashing, Electricity, Fire
Immunities fatigued, bleeding
Senses Darkvision 60 ft
Languages understands Expiran, but cannot speak
Challenge 3 (700 XP)

Undead Nature. The skeleton doesn’ **t need air, food, drink, or sleep.

*ActionsGreataxe.** Melee Weapon Attack*: +6 to hit, reach 3 ft, one target.

Hit: 12 (1d12 + 4) slashing damage.

Chimera

Size/Type Large monstrosity, Arrogant, Vain
Ability Str 4 Dex 0 Con 4 Int -4 Wis 2 Cha 0
Hit Points 127, Defense: 20, Initiative: +0
Movement 9 m, flight 18 m
S. Throws Fortitude +10, Reflex +6, Will +8
Skills Awareness +8
Senses Darkvision 18 m
Languages understands Draconic but cannot speak
Challenge 6 (2300 XP)

ActionsMultiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When the fire breath is available, it can use the breath instead of its bite or horns.

Claws. Melee weapon attack: +7 to hit, reach 1 m, one target.

Hits: 11 (2d6 + 4) slashing damage, 1 Bleeding damage.

Horns. Melee weapon attack: +7 to hit, reach 1 m, one target.

Hits: 10 (1d12 + 4) bludgeoning damage.

Bite. Melee weapon attack: +6 to hit, reach 1 m, one target.

Hits: 11 (2d6 + 4) piercing damage.

Fire Breath (Recharge 5-6). The dragon head exhales fire in a 5-meter cone. Each creature in that area must make a Reflex Saving Throw DC 21 and take 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

Reaction: Opportunity Attack: the Chimera makes an attack against a creature that moves through or out of its 1-meter reach.

Enraged: the Chimera glows with energy. Recharges the Fire Breath. Costs 1 Action.

| Ecology | | — | Environment: Temperate Hills

Organization: Solitary, pair, pack (3-6) or flight (7-12) | Treasure Category: F | | Description | | Chimeras are monstrous creatures born of primeval evil. Hateful and ravenous, they hunt both on land and in the air. A chimera’ **s dragon head can be of any type of evil dragon, with the corresponding breath and wings generally having the same scales as the head. Chimeras speak with three overlapping voices, but they rarely do so, typically only to flatter a more powerful creature. A chimera is 1 meter tall at the shoulder, reaching a length of 4 meters and weighing 350 kg. |

Chimeras prefer meat, but they can survive on vegetation if necessary (although when forced to do so, their mood worsens even further). The fact that they fly means they can carefully choose their prey, and they generally hunt in vast areas looking for easy targets. They are too stupid and belligerent to acquire followers, though sometimes a tribe of kobolds may make offerings to them. Conversely, they are intelligent and stubborn enough to make mediocre pets, and only a creature much more powerful than them can manage to subdue them. They can form equal partnerships with respectful humanoids or similar creatures, and also consent to being used as mounts. A pack of chimeras has a hierarchy similar to that of lions, with a dominant male that commands the group and most of the hunting done by the females. A solitary chimera can be a young solitary male or a female with cubs nearby.

Chuul

Size/Type Large aberration, evil
Ability Str 4 Dex 0 Con 3 Int -3 Wis 0 Cha -3
Hit Points 89, Defense: 17, Initiative: +0
Movement 9 m, swim 9 m
S. Throws Fortitude +7, Reflex +4, Will +4
Skills Awareness +4
Damage Immunity Poison
Senses Darkvision 18 m
Languages understands Deep Speech but cannot speak
Challenge 4 (1100 XP)

Amphibious. The chuul can breathe air and water.

Sense Magic. The chuul senses magic within 36 meters of itself. This trait functions like the detect magic spell but isn’ **t itself magical.

ActionsMultiattack. The chuul makes two claw attacks. If the chuul is grappling a creature, it can also use its tentacles once.

Claw. Melee weapon attack: +7 to hit, reach 3 m, one target.

Hits: 11 (2d6 + 4) bludgeoning damage. The target is grappled (DC 14 to escape) if it is a Large or smaller creature and the chuul doesn’ **t have two other creatures grappled.

Tentacles. One creature grappled by the chuul must succeed on a Fortitude Saving Throw DC 16 or be poisoned for 1 minute. Until this poisoning ends, the target is paralyzed. The target can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success.

Reaction: Opportunity Attack: the chuul makes an attack against a creature that moves through or out of its 3-meter reach.

| Ecology | | — | Environment: Temperate Marshes

Organization: Solitary, pair or pack (3-6) | Treasure Category: U (B) | | Description |

Chuuls are armored predators resembling crustaceans, always lurking beneath the surface of shallow ponds and swamps, emerging from their hiding places to grab their prey with their claws and then paralyze them with mouth tentacles before eating them alive.

Chuuls are excellent swimmers, but prefer to attack land creatures or those accustomed to shallow water. Once they’ **ve seized their victims, chuuls often drag them into deep water. Lizardfolk are chuuls’ ** preferred prey, though the pale species of chuul that dwell in the underground prefer morlocks, dark dwarves, unwary elves, and other unfortunates who come too close to their subterranean waterways, except for troglodytes whose taste chuuls find particularly disgusting.

Chuuls are surprisingly intelligent, and many engage in useless speculation about their origins and motivations. They speak a chirping and gurgling dialect of Common, but few of them are inclined to chat with those who are not of their race, and if there is a chuul society beyond the frantic mating period, no one has yet discovered it. Rather, the minds of chuuls seem devoted only to finding the perfect place to ambush and attack other intelligent creatures and how to decorate their elaborate lairs with trophies from their victims. Although chuuls seem uninterested in using tools, they have a compulsive need to collect those of their victims. A typical chuul is 2.3 meters tall and weighs 325 kg.

Clay Golem

Size/Type Large construct, unaligned
Ability Str 5 Dex -1 Con 4 Int -4 Wis -1 Cha -5
Hit Points 184, Defense: 23, Initiative: -1
Movement 6 m
S. Throws Fortitude +13, Reflex +8, Will +8
Dam. Imm. Acid, Poison
Immunities charmed, paralyzed, petrified, fatigued, frightened
Senses Darkvision 18 m
Languages understands the languages of its creator but cannot speak
Challenge 9 (5000 XP)

Damage Reduction. The clay golem has hardness 8/- against non-magical weapons.

Berserk. Whenever the golem starts its round with 60 Hit Points or fewer, roll a d6. On a 6, the golem goes berserk. While berserk, during each of its rounds, it gains one Action for that round. The golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for smaller objects than itself. Once the golem goes berserk, it continues to be so until it is destroyed or regains all its Hit Points.

Magic Weapons. The golem’ **s weapon attacks are magical.

Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage but instead regains a number of Hit Points equal to the acid damage dealt.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Construct Nature. A golem doesn’ **t need air, food, drink, or sleep.

Magic Resistance. The golem has +1d6 on Saving Throws against spells and other magical effects.

ActionsMultiattack. The golem makes two slam attacks or one cursed fist attack

Slam. Melee Weapon Attack: +10 to hit, reach 1 m, one target.

Hit: 16 (2d10 + 5) bludgeoning damage.

Cursed Fist.: Natural Weapon Attack: + 11 to hit, reach 1 m, one target

Hit: 16 (2d6 + 5) bludgeoning damage. Wounds from cursed fist heal at the rate of 1 Hit Point per day. Magical healing, spells or potions, heal 1 Hit Point per die of healing + any fixed amount (e.g. a heal of 3d6+4 heals 7 HP)

Haste (Recharge 5-6). Until the end of its next turn, the golem magically gains a +2 bonus to Defense, has +1d6 on Reflex Saving Throws, and can use its slam attacks as an Immediate Action.

| Ecology | | — | Environment: Any

Organization: Solitary or group (2-4) | Treasure Category: None | | Description |

Clay golems don’ **t wear clothing, except for a treated leather or metal garment around the waist. They are typically over 2.3 meters tall and weigh 300 kilograms.

Construction A clay golem can be sculpted from a single block of clay weighing at least 500 kilograms, treated with rare powders and oils worth 1,500 gp.

Cloaker

Size/Type Large aberration, chaotic
Ability Str 3 Dex 2 Con 1 Int 1 Wis 1 Cha 2
Hit Points 160, Defense: 24, Initiative: +2
Movement 3 m, fly 12 m
S. Throws \resizebox{5.4cm{!}{Fortitude +9, Reflex +10, Will +9
Skills Stealth +5
Senses Darkvision 18 m
Languages Deep Speech
Challenge 8 (3900 XP)

False Appearance. While the cloaker remains motionless without exposing its underside, it is indistinguishable from a black leather cloak.

Light Sensitivity. While in sunlight, the cloaker has -1d6 on attack rolls and on Awareness checks that rely on sight.

Damage Transfer. While it is attached to a creature, the cloaker takes only half the damage dealt to it (round down), and the creature victim of the cloaker takes the other half.

ActionsMultiattack. The cloaker makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +9 to hit, reach 1 m, one creature.

Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. While attached, the cloaker has +1d6 to Attack Rolls. When it makes an Attack Roll and has the +1d6 bonus and hits, the target is blinded and unable to breathe. The cloaker can detach itself by spending 1 Movement Action. A creature, including the target, can take an Action to detach the cloaker by succeeding on a Fortitude Saving Throw with Strength modifier DC 21.

Tail. Melee Weapon Attack: +9 to hit, reach 3 m, one creature.

Hit: 7 (1d8 + 3) slashing damage.

Phantasms (Recharge after 1 hour). If it is not in bright light, the cloaker creates three illusory duplicates of itself that move with it and mimic its actions, shifting positions to make it impossible to determine which is the real cloaker. If the original is in an area of bright light, the duplicates vanish.

Whenever a creature targets the cloaker with an attack or a harmful spell while duplicates remain, that creature determines randomly whether it targets the cloaker or one of the duplicates. A creature that can see through illusions or that relies on senses other than sight ignores this magical effect.

A duplicate has the cloaker’ **s Defense and uses its Saving Throws. If an attack hits a duplicate, or if a duplicate fails a Saving Throw against an effect that deals damage, the duplicate disappears.

Moan. Each creature within 18 meters of the cloaker that can hear its moan and that isn’ **t an aberration must succeed on a Will Saving Throw DC 21 or be frightened until the end of the cloaker’ **s next round. If a creature’ **s Saving Throw is successful, the creature is immune to the cloaker’ **s moan for the next 24 hours.

Angered: the Cloaker recharges the Phantasms ability. Costs 1 Action.

Ecology

Environment: Underground

Organization: Solitary, pair, squad (3-6) or flock (7-12) | Treasure Category: R | | — | | Description |

Resembling flying, hideously evil manta rays, cloakers are mysterious, paranoid creatures. A typical specimen has a wingspan of 2.3 meters and weighs 50 kg.

Their motivations are mysterious and confused, and they distrust even their own kind. Their strange shape allows them to be mistaken for cloaks, tapestries, or other common objects, and some stories tell of cloakers allying with other creatures, allowing themselves to be carried on their backs and contributing to their allies’ ** protection for inscrutable reasons.

Cloud Giant

Size/Type Huge giant, good (50\%) or evil (50\%)
Ability Str 8 Dex 0 Con 6 Int 1 Wis 3 Cha 3
Hit Points 187, Defense: 24, Initiative: +1
Movement 12 m
S. Throws Fortitude +15, Reflex +9, Will +12
Skills Sense Motive +7
Languages Common, Giant
Challenge 9 (5000 XP)

Innate Spellcasting. The giant’ **s spellcasting ability is Charisma. The giant can innately cast these spells, without needing material components:

At will: Detect Magic, Light, Fog Cloud

3/day each: Feather Fall, Misty Step, Telekinesis

1/day each: Control Weather, Gaseous Form

Keen Smell. The giant has +1d6 on Awareness checks based on smell.

ActionsMultiattack. The giant makes two attacks with its Morningstar.

Morningstar. Melee Weapon Attack: +11 to hit, reach 3 m, one target.

Hit: 21 (3d8 + 8) piercing damage.

Wide Swing. Melee Weapon Attack: +11 to hit, reach 3 meters, with a single attack can hit two creatures in melee close to each other.

Rock. Ranged Weapon Attack: +11 to hit, range 18m, one target.

Hit: 30 (4d10 + 8) bludgeoning damage.

Reaction: Opportunity Attack: The cloud giant makes an attack against a creature that moves through or out of its 3-meter reach.

Enraged: The Cloud Giant waves the weapon above its head, summoning storm clouds and casting the spell Call Lightning. Costs 2 Actions.

| Ecology | | — | Environment: Temperate Mountains

Organization: Solitary, group (2-5), family (2-5 plus 35\% noncombatants plus 1 wizard or Devotee of 4th-7th level and 2-5 Griffons) or tribe (6-20 plus 1 oracle wizard or Devotee of 7th-12th level and 2-5 Griffons) | Treasure Category: Chain Mail, Morningstar, U | | Description |

Cloud giants’ ** skin color varies from milky white to powder blue. Adult males are about 5.3 meters tall and weigh approximately 2,500 kg. Females are slightly shorter and slimmer. Cloud giants can live up to 400 years, dress in expensive clothing and jewelry. For many, appearance indicates status. The better the clothes and the more refined the jewelry, the more important the wearer. They also appreciate music, and the majority play one or more instruments (the harp is one of their favorites).

Cloud giants can have unusually varied Traits; about half are good and half evil. Good cloud giants build roads that connect their settlements with human roads to promote trade. It is not unusual to see a good cloud giant walking among men, for example, in a human city near a high mountain range. Evil cloud giants tend not to create stable settlements and instead prefer to live in rough shelters on high peaks, from which they descend only to plunder villages of whatever they might need. These two philosophies often lead to the outbreak of violent and long-lasting wars between neighboring tribes.

There are many legends that speak of magical cloud giant cities located among the clouds themselves, floating on the winds and circumnavigating the world. While cloud giants acknowledge that these are mostly fantasies, some claim to have seen them and have dedicated their entire existence to finding them.

Cockatrice

Size/Type Small monstrosity, unaligned
Ability Str -2 Dex 1 Con 1 Int -4 Wis 1 Cha -3
Hit Points 24, Defense: 13, Initiative: +1
Movement 6 m, flight 12 m
S. Throws Fortitude +3, Reflex +3, Will +3
Senses Darkvision 18 m
Challenge 1/2 (100 XP)

*ActionsBite.** Melee weapon attack*: +4 to hit, reach 1 m, one creature.

Hits: 3 (1d4 + 1) piercing damage, and the target must succeed on a Fortitude Saving Throw DC 11 or be Slowed 1/1r due to progressive petrification. If subsequent bites cause the creature to have no more Actions, the creature is petrified for 24 hours.

| Ecology | | — | Environment: Temperate plains

Organization: Solitary, pair, flight (3-5) or flock (6-12) | Treasure Category: D | | Description |

Stupid, malevolent, and repulsive, cockatrices are avoided by other creatures for their ability to turn flesh to stone. Males are distinguishable only by wattles and combs. A typical cockatrice is just over 60 centimeters tall and weighs 2.5 kg.

Although their diet consists primarily of seeds and petrified insects (which in the creature’ **s stomach serve both as gastroliths and nourishment), cockatrices fiercely defend their territory from anything they consider a threat, and the wanderings of roaming males in search of new places to build dens sometimes lead them to unwitting contact with humans, with devastating results.

The cockatrice’ **s strange ability to turn other creatures to stone is its best defense, and its lair is invariably full of the remains of petrified enemies. Ironically, however, weasels and ferrets, the creatures most likely to end up in cockatrice nests to eat their eggs, seem completely immune to this effect. For unknown reasons, cockatrices are both terrified and furious with common roosters, and there is an equal chance they will flee or attack when a confrontation occurs.

Copper Dragon Wyrmling

Size/Type Medium dragon, good
Ability Str 2 Dex 1 Con 1 Int 2 Wis 0 Cha 1
Hit Points 33, Defense: 14, Initiative: +2
Movement 30 ft, climb 30 ft, fly 60 ft
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Stealth +3, Deception +3, Perception +4
Dam. Imm. Acid
Senses Darkvision 120 ft, Blindsight 60 ft
Languages Common, Draconic
Challenge 1 (200 XP)

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 5 ft, one target.

Hit: 7 (1d10 + 2) piercing damage.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Acid Breath. The dragon exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Reflex Saving Throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 12 Fortitude Saving Throw. On a failed save, the creature has one less Action per round and its speed is halved. These effects last for 1 minute. The creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself with a success.

| Ecology | | — | Environment: Warm Hills

Organization: Solitary | Treasure Category: C | | Description |

This capricious dragon tries to hamper and frustrate its enemies during combat.

The great dragon, that old serpent, called the Devil, and Satan, which deceiveth the whole world: he was cast out into the earth, and his angels were cast out with him.” John, Revelation 12:9

Couatl

Size/Type Medium celestial, good
Ability Str 3 Dex 5 Con 3 Int 4 Wis 5 Cha 4
Hit Points 89, Defense: 22, Initiative: +5
Movement 9 m, flight 9 m
S. Throws Fortitude +7, Reflex +9, Will +9
Damage Resistance Light
Damage Immunity from non-magical weapons
Senses truesight 36 m
Languages all, telepathy 36 m
Challenge 4 (1100 XP)

Magic Weapons. The couatl’ **s weapon attacks are magical.

Innate Spellcasting. The couatl’ **s innate spellcasting ability is Charisma. The couatl can cast these spells innately, using only verbal components:

At will: Know Traits, Detect Magic, Detect Thoughts

3/day each: Bless, Create Food and Water, Cure Wounds, protection from poison, Lesser Restoration, Sanctuary, Shield 1/day each: Greater Restoration, Scrying, Dream

Protected Mind. The couatl is immune to scrying and any effect that would sense its emotions, read its thoughts, or detect its location.

*ActionsBite.** Melee weapon attack*: +8 to hit, reach 1 m, one creature.

Hits: 8 (1d6 + 5) piercing damage, and the target must succeed on a Fortitude Saving Throw DC 16 or be poisoned for 24 hours. Until the poisoning ends, the target is unconscious. Another creature can take an Action to wake the target.

Constrict. Melee weapon attack: +7 to hit, reach 3 m, one Medium or smaller creature.

Hits: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (DC 15 to escape).

Change Shape. The couatl magically transforms into a humanoid or beast whose challenge rating is equal to or less than its own, or back into its true form. It reverts to its true form when it dies. Any equipment it is wearing or carrying is absorbed or carried by the new form (couatl’ **s choice).

In the new form, the couatl retains its game statistics and ability to speak, but its Defense, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (additional actions and lair actions) possessed by its new form but not by its original form. If the new form has a bite attack, the couatl can use its own bite in the new form.

| Ecology | | — | Environment: warm forests

Organization: Solitary, pair or flight (3-6) | Treasure Category: I | | Description |

Respected and admired for their wisdom and beauty, they seek to lead mortals on the right path and use their powers to fight evil, especially those known for traveling between planes. A couatl is about 3.6 meters long, with a wingspan of about 5 meters and weighs 900 kg.

They prefer the same foods as true snakes, such as mammals and birds, though they are known to devour evil humanoids. Because they prefer to spend time pursuing their goals rather than hunting, they appreciate offerings of food, particularly small boars and fowl. A couatl sometimes shows its appreciation to an adventurer or group that has rendered it a service by giving them 1d4 of its brightly colored feathers.

Darklight

| Size/Type | Medium undead, evil | | — | — | | Ability | Str 3 Dex 1 Con 2 Int 0 Wis -1 Cha -2 | | Hit Points | 88, Defense: 18, Initiative: +1 | | Movement | 6 m | | S. Throws | Fortitude +6, Reflex +5, Will +3 | | Damage Res. | from Void; from non-magical weapons or weapons that aren’ **t silvered | | Dam. Imm. | Poison | | Condition Imm. | fatigued, bleeding | | Senses | Darkvision, sees in magical darkness | | Languages | Understands Common but doesn’ **t speak | | Challenge | 4 (1100 XP) | | Invisible in Darkness. A Darklight is completely invisible while in darkness | | Undead Nature. Darklight doesn’ **t need air, food, drink, or sleep. | | Sensitivity to Light. While in sunlight, Darklight has -1d6 to attack rolls | | Multiattack | | Attack Darklight attacks twice with its torch or uses Cry of Sadness | | Torch Melee attack, +6 to hit | | Hit 7 (1d6+3) bludgeoning damage, casts the Darkness spell on the hit target, duration until the Darklight is destroyed | | Cry of Sadness 6 meter cone. Affected creatures must make a DC 16 Will Saving Throw or fall into a sad despair that gives -2 to Attack Rolls, -2 to melee damage. | | Ecology | Environment: Dungeons

Organization: Solitary, group 2d4 | Treasure Category: Special | | Description |

A Darklight was once an adventurer, like you, who died in terror after the last torch went out. A Darklight is an undead, usually humanoid, with a vaguely undefined appearance, wielding a torch that emanates pure darkness. Its purpose is to kill new adventurers by engulfing them in eternal darkness.

Usually, the Darklight hides in the darkness, waiting to touch the opponent and wrap them in its curse. A creature killed by a Darklight comes back to life as a Darklight after 1d3 days.

When a Darklight is destroyed, it leaves its torch on the ground. This torch of pure darkness can cast the Darkness spell by touch three times a day; outside the hands of a Darklight, if exposed to sunlight, it is destroyed in 2d4 rounds.

Darkmantle

Size/Type Small monstrosity, unaligned
Ability Str 3 Dex 1 Con 1 Int -4 Wis 0 Cha -3
Hit Points 24, Defense: 13, Initiative: +1
Movement 3 m, fly 9 m
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Stealth +3
Senses Blindsight 18 m
Challenge 1/2 (100 XP)

Echolocation. The darkmantle can’ **t use its blindsight while deafened.

False Appearance. While the darkmantle remains motionless, it is indistinguishable from a rock formation such as a stalactite or stalagmite.

*ActionsCrush.** Melee Weapon Attack*: +4 to hit, reach 1 m, one creature.

Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the creature. If the target is Medium or smaller the darkmantle has +1d6 to its Attack Roll, attaches by wrapping around the target’ **s head, which is blinded and unable to breathe while the darkmantle is attached in this way.

While attached to the target, the darkmantle can attack no other creature except the target but has +1d6 to its attack rolls. The darkmantle’ **s speed becomes 0 and it can’ **t benefit from any bonus to its speed, moving with the target.

A creature can detach the darkmantle with an Action and succeeding on a Fortitude Saving Throw with Strength DC 13. During its turn, the darkmantle can detach itself from the target by using 1 Movement Action.

Darkness Aura (1/Day). A magical darkness spreads from the darkmantle in a 5-meter radius, moving with it and spreading around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’ **t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

Ecology

Environment: Any (underground)

Organization: Solitary, pair or clutch (3-12) | Treasure Category: O | | — | | Description |

A darkmantle’ **s tentacle-lined maw has an opening just under 1 m wide; when it hangs from a cavern roof, disguised as a stalactite, its length ranges between 60 and 90 cm. A typical darkmantle specimen weighs 20 kg. The head and body of the creature are usually the color of basalt or dark granite, but its tentacled membrane can change color to match the surrounding environment.

Darkmantle are not particularly skilled climbers, but they can hang from a cavern ceiling like bats, hooked by the hooks at the ends of their tentacles, so that their dangling body appears almost indistinguishable from a stalactite. From this hidden position, the creature waits for prey to pass beneath it and, at that point, it detaches, throwing itself at it, slamming against the target and attempting to wrap its membranous tentacles around it. If the darkmantle misses the prey, it goes back up and throws itself at the prey again, until the latter is defeated or the darkmantle is seriously injured (in which case it flutters on the ceiling to hide, hoping that its prey will leave it alone). This creature’ **s innate ability to conceal the surrounding area through magical darkness offers it an additional advantage against opponents who need light to see.

Darkmantle prefer to live and hunt in caves and tunnels closer to the surface, as these offer more frequent passage of prey that these monsters can hunt. They don’ **t confine themselves to these dark caves, however, and can sometimes be encountered in abandoned fortresses or even in the sewers of crowded cities. Any place where food abounds and there’ **s a ceiling to hang from is a possible lair for a darkmantle.

While Darkmantle and Cloaker look similar, they don’ **t belong to the same species, but legends tell of a common magical origin due, as often happens, to the will of two wizards to transform themselves first into cloaks… The hatred between the two monstrosities is total and overrides any other adversary present.

Deep Gnome

Size/Type Small humanoid (gnome), good
Ability Str 2 Dex 2 Con 2 Int 1 Wis 0 Cha -1
Hit Points 24, Defense: 14, Initiative: +2
Movement 6 m
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Stealth +4, Awareness +2
Senses Darkvision 36m
Languages Gnomish, Undercommon, Tremun
Challenge 1/2 (100 XP)

Gnome Cunning. The gnome has +1d6 on Saving Throws against magic.

Stone Camouflage. The gnome has +1d6 on Stealth (Hiding) checks made to hide in rocky terrain.

Innate Spellcasting. The gnome’ **s innate spellcasting ability is Intelligence. The gnome can cast these spells innately, without needing components:

At will: Nondetection (self only)

1/day each: Disguise Self, blindness/deafness, Blur

*ActionsWar Pick.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 6 (1d8 + 2) piercing damage.

Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 9m, one target.

Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Fortitude Saving Throw or be poisoned, -1 Strength and Dexterity, for 1 minute. The target can repeat the Saving Throw at the end of each of its rounds, ending the effect on itself with a success.

Ecology

Environment: Any underground

Organization: Solitary, company (2-4), squad (5-20 plus 1 leader 3rd-6th and two sergeants of 3rd level), or band (30-50 plus 1 sergeant of 3rd level per 20 adults, 5 lieutenants of 5th level, 3 captains of 7th level, and 2-5 Medium Earth Elementals) | Treasure Category: NPC Equipment (Heavy Pick, Light Crossbow with 10 Bolts, M) | | — | | Description |

Deep gnomes are a branch of the gnome race. They dwell underground in hidden cities, safe from dark elves and other subterranean races. Their skin is the color of rock, usually grey or brown. Males are bald and females have sparse grey hair.

Demogorgon

Size/Type Huge demon prince, evil
Ability Str 9 Dex 2 Con 8 Int 5 Wis 3 Cha 7
Hit Points 524, Defense: 48, Initiative: +5
Movement 15 meters, swim 9m
S. Throws Fortitude +34, Reflex +28, Will +29
Skills all +15
Damage Resistance Cold, Lightning, Fire
Damage Immunity from Void, Poison; +2 weapons
Immunities charmed, paralyzed, fatigued, frightened
Vulnerability cold iron, Light
Senses Truesight 40 m
Languages all, telepathy 45 m
Challenge 26 (90000 XP)

Spells. Demogorgon has CM 20. His spellcasting ability is Strength. Demogorgon knows the following spells:

At will: Detect Magic, Major Image

level 3 (4 slots): Dispel Magic, Fear, Telekinesis

level 4 (1 slot): Projected Image, Feeblemind

Demonic Nature. Demogorgon doesn’ **t need air, food, drinks, or sleep.

Legendary Resistance (3/Day). If Demogorgon fails a Saving Throw, he can choose to succeed instead.

Turn Resistance. Demogorgon has +1d6 to Saving Throws against effects that turn undead.

Two heads. Demogorgon has +1d6 to Saving Throws against being blinded, deafened, unconscious

*ActionsMultiattack.** 2 tentacle attacks*: +19, reach 3 meters, one creature. All of Demogorgon’ **s attacks are considered magical +2.

Hits: 35 (4d12 +9) bludgeoning damage. The hit creature must make a Fortitude Saving Throw at DC 33 or its maximum Hit Points decrease by the same amount.

Reaction: Opportunity Attack: Demogorgon makes an attack against a creature that moves through or out of his 3-meter reach.

Gaze Demogorgon stares at a creature he can see within 40 meters. The target must make a Will Saving Throw at DC 33.

Gaze Effect: Demogorgon chooses one of these effects or it’ **s random:

  1. Powerful Gaze. The target is unconscious until the next round or until Demogorgon is out of line of sight

  2. Hypnotic Gaze. The target is dominated by Demogorgon who dictates its every action. This gaze requires the use of both of Demogorgon’ **s heads.

  3. Gaze of Madness. The target is under the influence of the Confusion spell that persists, without further Saving Throw, as long as Demogorgon is in view. Demogorgon does not need to remain concentrated for the effect to persist.

Additional Actions

Demogorgon can take 3 additional actions, chosen from those below, one per round only at the end of another creature’ **s round.

Tail. Demogorgon attacks with his tail. +19 to hit, reach 5 meters, one target. If it hits 31 Hit Points of bludgeoning damage plus 4d6 Void damage

Madness Gaze. Demogorgon uses either the Powerful Gaze or the Gaze of Madness

| Ecology | | — | Environment: Abyss

Organization: Unique | Treasure: R, S, T, V | | Description |

Demogorgon is a huge demon, prince of the abyss and madness about 5 meters tall. He appears as a reptilian biped with two baboon heads, the necks are long and serpentine like the tentacular arms. Demogorgon’ **s two heads have distinct personalities that detest each other. They often try to dominate each other and many of the stories about Demogorgon deal precisely with how one or the other head tries to dominate the whole. There is a strong rivalry between Demogorgon and Orcus.

Deva Angel

Size/Type Medium celestial, good
Ability Str 4 Dex 4 Con 4 Int 3 Wis 5 Cha 5
Hit Points 203, Defense: 29, Initiative: +4
Movement 9 m, fly 27 m
S. Throws Fortitude +14, Reflex +14, Will +15
Skills Sense Emotion +9
Damage Res. Light; nonmagical weapons
Immunities charmed, exhausted, frightened
Senses Darkvision 36m
Languages all, telepathy 36 m
Challenge 10 (5900 XP)

Angelic Weapons. The deva’ **s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 Light damage (included in the attack).

Innate Spellcasting. The deva’ **s spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:

At will: Know Traits

1/day: Commune

Magic Resistance. The deva has +1d6 to saving throws against spells and other magical effects.

ActionsMultiattack. The deva makes two melee attacks.

Mace. Melee Weapon Attack: +10 to hit, reach 1 m, one target.

Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) Light damage.

Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any blindness, disease, curse, deafness, or poison.

Change Shape. The deva can magically transform into a humanoid or beast with a challenge rating equal to or less than its own, or revert to its true form. It reverts to its true form when it dies. Any equipment it is wearing or carrying is absorbed or carried by the new form (deva’ **s choice).

In the new form, the deva retains its game statistics and ability to speak, but its Defense, movement methods, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (bonus actions and lair actions) possessed by its new form but not by its original form.

| Ecology | | — | Environment: Any plane with good Traits

Organization: Solitary, pair, or squad (3-6) | Treasure Category: (Flaming Greatsword +1, other treasure) | | Description |

Deva movanics make up the ranks of the celestial armies’ ** infantry, though they spend most of their time patrolling the Positive Plane, the Negative Plane, and the Material Plane. On the Positive Plane, they watch over wandering good souls. On the Negative Plane, they fight undead and other strange beings that hunt in the hungry void. Their rare times on the Material Plane are usually to bring aid to powerful mortals when a great danger threatens to plunge an entire realm into the hands of evil.

Djinni

Size/Type Large elemental, good
Ability Str 5 Dex 2 Con 6 Int 2 Wis 3 Cha 5
Hit Points 226, Defense: 28, Initiative: +2
Movement 9 m, fly 27 m
S. Throws Fortitude +17, Reflex +13, Will +14
Dam. Imm. Electricity, Sound
Senses Darkvision 36m
Languages Ictun
Challenge 11 (7200 XP)

Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only the equipment the djinni was wearing or carrying.

Innate Spellcasting. The djinni’ **s innate spellcasting ability is Charisma 17. It can innately cast the following spells, without requiring material components:

At will: Know Traits, Detect Magic, Thunderwave

3/day each: Wind Walk, Create Food and Water (can create wine instead of water), Tongues

1/day each: Creation, Conjure Elemental (air elemental only), Gaseous Form, Major Image, Invisibility

ActionsMultiattack. The djinni makes three scimitar attacks.

Scimitar. Melee Weapon Attack: +11 to hit, reach 1 m, one target.

Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) electricity or sound damage (chosen by the djinni).

Reaction: Sudden Cloud the djinni takes a critical hit, immediately becomes vapor until the end of the round. It costs 1 Action to return to solid form.

Create Whirlwind. A cylinder of swirling air 1 meter in radius and 9 meters high forms magically at a point the djinni can see within 36 meters of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature except the djinni that enters the whirlwind must succeed on a Fortitude Saving Throw DC 23 or be restrained by it. The djinni can move the whirlwind up to 18 meters with an Action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.

A creature can use an Action to free a creature restrained by the whirlwind, including itself, by succeeding on a Fortitude Saving Throw with Strength DC 22. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

Ecology

Environment: Any (Plane of Air)

Organization: Solitary, pair, company (3-6), or band (7-10) | Treasure Category: Perfect Scimitar, U | | — | | Description |

The Djinn (singular djinni) are Genies from the Elemental Plane of Air. They are said to be made of clouds and have the strength of the most powerful storms. A Djinni is about 3 meters tall and weighs about 500 kg.

Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against enemies. A Djinni defeated in combat generally takes flight and becomes a whirlwind to harass pursuers. When they have no choice but to fight in melee, most Djinn prefer to wield Perfect Two-Handed Scimitars.

Towards other Genies, Djinn get along with Janni and Marid. They are frequently at odds with the Shaitan, and are sworn enemies of the Efreet, despising these fierce Genies more than any other of the Genie Races. The conflict between the Efreet and the Djinn is so legendary that many spellcasters attempt (with varying degrees of success) to secure the service of a Djinni by promising help in the cause against their hated enemies.

Dobi

| Size/Type | Tiny fey, neutral | | — | — | | Ability | Str -3 Dex -1 Con 2 Int -2 Wis 1 Cha 3 | | Hit Points | 15, Defense: 11, Initiative: -1 | | Movement | 3 m, Swim 9 m | | S. Throws | Fortitude +3, Reflex +3, Will +3 | | Senses | Twilight Vision 18 m | | Languages | understands Common, but doesn’ **t speak it | | Dam. Imm. | to damage from non-magical weapons | | Challenge | 0 (10 XP) | | Dobi The Dobi sticks to you; to move it, you need to be gentle and ask it to move. | | Dobi Dobi Dobi When the Dobi takes more than 3 hit points of damage with a non-bludgeoning weapon, it splits into two smaller Dobis, each with the same amount of Hit Points remaining as the previous Dobi. | | Actions | | Dobi Dobi the Dobi projects an aura of Calm Emotions like the spell of the same name but no Saving Throw is allowed. The Dobi can influence only one creature at a time with its power. | | Ecology | Environment: Swamps

Organization: group | Treasure Category: Incidental | | Description |

From Journey to the First World. Novel by Federica Angeli

Doppelganger

Size/Type Medium monstrosity (shapechanger), neutral
Ability Str 0 Dex 4 Con 2 Int 0 Wis 1 Cha 2
Hit Points 70, Defense: 20, Initiative: +4
Movement 9 m
S. Throws Fortitude +5, Reflex +7, Will +4
Skills Deception +6, Insight +3
Immunities charmed
Senses Darkvision 18 m
Languages Common
Challenge 3 (700 XP)

Shapechanger. The doppelganger can use an Action to change its form into that of a Small or Medium humanoid it has seen, or to return to its true form. Its statistics, except for size, are the same in all forms. Any equipment it is wearing or carrying doesn’ **t transform. Upon death it returns to its true form.

Ambusher. In the first round of combat, the doppelganger has +1d6 to attack rolls against any creature it has surprised.

Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

ActionsMultiattack. The doppelganger makes two melee attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 7 (1d6 + 4) bludgeoning damage.

Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 18 meters of it. The effect can penetrate barriers, but 1 meter of wood or dirt, 50 centimeters of stone, 5 centimeters of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, provided the doppelganger’ **s concentration isn’ **t broken (as concentration on a spell). While reading a target’ **s mind, the doppelganger has +1d6 to Wisdom and Charisma checks against the target.

| Ecology | | — | Environment: Any

Organization: Solitary, pair or band (3-6) | Treasure Category: NPC Equipment | | Description |

Doppelgangers are beings that can take the form of anyone they meet. In their natural form, they look like slim and fragile humanoids, with facial features not completely formed and pale complexion.

They prefer to infiltrate complex societies to accumulate wealth and power, using their mimetic ability to set ambushes and traps. Although not necessarily evil, they are selfish and see others as toys to manipulate.

Some doppelgangers enjoy political games, while others constantly change race, gender, and romantic partners. They are known for their shapeshifting abilities and for avoiding capture. The most powerful can even assume the abilities and memories of the creatures they impersonate.

Dragons are fearsome, dangerous, ancient creatures; they represent power itself.

Each Dragon has full access to all spells of a specific magic list depending on its color.

This access is granted by Tàhil or Ljust depending on whether they are dragons faithful to one or the other.

And it is from this distinction that dragons are divided between Dragons of Tàhil and of Ljust. The former represent in various forms and degrees Chaos, destruction, violence, and death, while the Dragons of Ljust are the emblem of good, just, correct, protective. While the dragons of Tàhil are usually also defined as chromatic, those of Ljust are defined as metallic.

The Dragons of Ljust are transport errors, perhaps because Tàhil’ **s portal opened while an evil dragon was fighting a good dragon.

Failing the Saving Throw against a dragon’ **s breath in a critical manner doubles the damage taken, while succeeding in a critical manner does not further halve the damage received.

Dragons and Magic

  • Each Dragon can cast spells up to a maximum level equal to a quarter of its Challenge Rating, with minimum access to the first level.
  • Each Dragon has a number of Magic Points equal to 5 times its Challenge Rating
  • Each Dragon has a Magic Proficiency score equal to half its Challenge Rating

All Dragons have access to the Universal magic list and favor certain spells that are marked in their description.

In the Description of each Ancient Dragon you will find a brief description of the type of dragon.

Table: Magic List Access for Dragons

Color List
White Water
Blue Air
Yellow Fire, Evocation
Purple Earth
Black Water, Necromancy
Red Fire
Green Animals and Plants
Bronze Abjuration
Brass Illusion, Divination
Silver Transmutation
Gold Healing, Evocation
Copper Invocation

Special Powers of Dragons

Each Dragon, depending on its age, has one or more random special powers. If it’ **s a Wyrmling Dragon, it has 1 random power, 2 if it’ **s Young or Adult, and 3 if it’ **s Ancient. In case of repeated powers, don’ **t repeat the roll.

3d6 Dragon Power
3 Quick recharge. The Dragon recharges its breath with 4-6.
4 Surprising agility. The Dragon’ **s Defense increases by an additional +4.
5-7 Lord of Serpents. The tail has a poisonous stinger that inflicts 2xCR HP of poison damage. Fortitude ST DC 10+CR to halve.
8-10 Blessed by Tàhil. The Dragon has better Saving Throws. +1d6 to each Saving Throw.
11-13 Lizard Queen. The Dragon’ **s gaze has the same effect as that of the Basilisk.
14-15 Power of Iron. The Dragon has Rust Metal like the Rust Monster.
16 Magic resistance. The Dragon is immune to spells below CR/5 level.
17 Additional immunity. The Dragon is immune to damage from one more form of Energy (p. ) in addition to random (p. ).
18 Armored skin. The Dragon has damage reduction equal to CR/3 to S/P/B damage.
Oh cursed ones may Lynx close all your portals
Oh assassins may Sumkjir exterminate you
Oh devastators may Nedraf break your bones!

(popular curses against Dragons)

Dragon Turtle

Size/Type Gargantuan dragon, neutral
Ability Str 7 Dex 0 Con 5 Int 0 Wis 1 Cha 1
Hit Points 338, Defense: 34, Initiative: +0
Movement 6 m, swim 12 m
S. Throws Fortitude +22, Reflex +17, Will +18
Senses Darkvision 18 m
Languages Aquan, Draconic
Challenge 17 (18000 XP)

Amphibious. The dragon turtle can breathe air and water.

ActionsMultiattack. The dragon can make three attacks: one with its bite and two with its claws. It can make one tail attack in place of two claw attacks.

Claw. Melee Weapon Attack: +13 to hit, reach 3 m, one target.

Hit: 16 (2d8 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 5 meters, one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 31 Fortitude Saving Throw or be pushed 3 meters away from the dragon turtle and knocked prone.

Bite. Melee Weapon Attack: +13 to hit, reach 5 meters, one target.

Hit: 26 (3d12 + 7) piercing damage.

Jump and Crush. Melee Weapon Attack: +12 to hit, reach 9 meters, up to 6 creatures in a 6x6m area. 2 Actions.

Hit: 40 (6d12 + 4) bludgeoning damage

Steam Breath (Recharge 5-6). The dragon turtle exhales hot steam in a 18-meter cone. Each creature in that area must make a DC 31 Fortitude Saving Throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’ **t provide resistance against this damage.

Ecology

Environment: Temperate aquatic

Organization: Solitary | Treasure Category: A | | — | | Description |

Dragon turtles are creatures of fresh and salt waters, greatly feared by sailors. They are known to expect offerings in gold and magic from sailors for safe passage. Ignoring a dragon turtle can make it very dangerous.

Their shells vary in color, from brown and rusty red to blue-green with silver reflections. Dragon turtles capsize ships that violate their territory, accumulating wealth in their underwater hideouts. They live in deep caves and aggressively defend their territory, often in conflict with other undersea races.

They feed on large fish and seaweed, and don’ **t disdain passengers from sunken ships. Their shells can reach 5 meters in diameter, with a total length of 7 meters

Dretch

Size/Type Small demon, evil
Ability Str 0 Dex 0 Con 1 Int -3 Wis -1 Cha -4
Hit Points 19, Defense: 12, Initiative: +0
Movement 6 m
S. Throws Fortitude +3, Reflex +3, Will +3
Damage Resistance Cold, Lightning, Fire
Damage Immunity Poison
Vulnerability cold iron, Light
Senses Darkvision 18 m
Languages Abyssal, telepathy 18 m (works only with creatures that understand Abyssal)
Challenge 1/4 (50 XP)

ActionsMultiattack. The demon makes two attacks: one with its bite and one with its claws.

Claws. Melee weapon attack: +3 to hit, reach 1 m, one target.

Hits: 5 (2d4) slashing damage.

Bite. Melee weapon attack: +3 to hit, reach 1 m, one target.

Hits: 3 (1d6) piercing damage.

Reaction: Opportunistic Anatomy the dretch reorganizes its demonic anatomy, halving any critical damage taken until the end of the round.

Fetid Cloud (1/Day). A disgusting green gas extends in a 3-meter radius from the demon. The gas spreads around corners and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a Fortitude Saving Throw DC 11 or be poisoned until the start of its next turn. While poisoned in this way, the target is Slowed 1 during its turn.

| Ecology | | — | Environment: Any (Abyss)

Organization: Solitary, pair, gang (3-5), group (6-12) or mob (13+) | Treasure Category: None | | Description |

Even the lowliest demon of the Abyss is dangerous and possesses the urgent need to spread ruin and dismay. The wretched dretch is as horrifying and fetid as it is cruel, though it lacks the strength and power to satisfy its craving to brutalize others in its native realm. The purpose of the dretch’ **s existence is to serve more powerful demons as expendable victims, and only a lucky few manage to survive long enough to evolve.

Dretches are the preferred targets of amateurs in abyssal conjurations. Relatively weak and easy to intimidate, dretches can often be forced into long periods of servitude using vague promises of opportunities to vent their frustrations and anger against weaker opponents. Yet the potential summoner of dretches would do well to remember that these demons are as cowardly and treacherous as other demons. A dretch that finds itself facing a more powerful enemy will be quite happy to trade any information it has in exchange for its miserable life.

Unlike most demons, the dretch’ **s slovenly personality and disdain for prolonged physical labor rarely yield results. Advanced dretches are rare, but those who manage to find the strength in themselves to become more than what they were at the time of their creation become the poor rulers of the Abyss, cruel and embittered, who rule over parasites, broken souls, mindless undead and other dretches. Their empires are limited to abandoned stretches of sewers under forgotten cities, unstable swamp expanses avoided by more sensible minds, and other unwanted corners of the Abyss that even demons consider uncomfortable or repugnant. Yet for the lords of the dretches these realms are their empires, and they defend them with pitiful tenacity.

A dretch is 1.2 meters tall and weighs 90 kg. Dretches usually form from the souls of evil and indolent mortals: just a small fragment of soul is sufficient to give rise to such a horrifying birth. A single soul can often cause the appearance of a small army of dretches, and the sight of a horde of newly born dretches breaking free from the pulsating protomatter of the Abyss is both nauseating and terrifying.

Drider

Size/Type Large monstrosity, evil
Ability Str 3 Dex 3 Con 4 Int 1 Wis 2 Cha 1
Hit Points 127, Defense: 23, Initiative: +3
Movement 30 ft, climb 30 ft
S. Throws Fortitude +10, Reflex +9, Will +8
Skills Stealth +9, Perception +5
Senses Darkvision 120 ft
Languages Elvish, Undercommon
Challenge 6 (2300 XP)

Web Walker. The drider ignores movement restrictions caused by webbing.

Fey Ancestry. The drider has +1d6 to Saving Throws against being charmed, and magic can’ **t put a drider to sleep.

Innate Spellcasting. The drider’ **s innate spellcasting ability is Wisdom. The drider can innately cast the following spells, requiring no material components:

At will: dancing lights

1/Day: daylight, Darkness

Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

ActionsMultiattack. The drider makes three attacks with its longsword or its longbow. It can replace one of those attacks with a bite attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft, one creature.

Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft, one target.

Hit: 7 (1d8 + 3) slashing damage, or 8 (1d8 + 3) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +9 to hit, range 150 ft, one target.

Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

Web. The Drider using only 1 Action casts the spell Web.

Enraged: The Drider collects its poisonous saliva and spits it on its weapons. Until the end of combat, the Longsword attack also deals 1d8 poison damage. Costs 1 Action.

| Ecology | | — | Environment: Any underground

Organization: Solitary, pair, or group (3-8) | Treasure Category: Perfect Flange Mace, Perfect Composite Longbow [Strength +2] with 20 Arrows, Y | | Description | | Created from the body of an elf, altered and mutated through special poisons and elixirs to take on the characteristics of a giant spider, the drider is a dangerous creature. |

Driders are sexually dimorphic. The spider-like lower body of a female drider is sleek and graceful, often resembling the body of a black widow, while the upper elven torso maintains its appealing curves and beautiful face (with the exception of the venomous sharp fangs). The lower body of a male drider is stocky like a tarantula, while the upper body has a lean physique and supports a horrible face that is more spider than elf, complete with fanged mandibles.

Dryad

Size/Type Medium fey, neutral
Ability Str 0 Dex 1 Con 0 Int 2 Wis 2 Cha 4
Hit Points 33, Defense: 14, Initiative: +2
Movement 30 ft
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Stealth +5, Perception +4
Senses Darkvision 60 ft
Languages Elvish, Sylvan
Challenge 1 (200 XP)

Tree Stride. Once on her turn, the dryad can use 1 Action to magically enter a living tree within her reach

and emerge from another living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Innate Spellcasting. The dryad’ **s innate spellcasting ability is Charisma (DC 14 for spells’ ** Saving Throws). The dryad can innately cast the following spells, requiring no material components. At will:

Druidcraft

3/day each: Goodberry, Entangle

1/day: Pass Without Trace, Barkskin, Shillelagh

Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.

Magic Resistance. The dryad has +1d6 to Saving Throws against spells and other magical effects.

*ActionsClub.** Melee Weapon Attack*: +4 to hit (+6 to hit with shillelagh), reach 5 ft, one target.

Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh

Fey Charm. The dryad targets one humanoid or beast that she can see within 9 m of her. If the target can see the dryad, it must succeed on a DC 14 Will Saving Throw or be charmed by the magic. The charmed creatures regard the dryad as a trusted friend to be heeded and protected. Although the target isn’ **t under the dryad’ **s control, it interprets the dryad’ **s requests or actions in the most favorable way it can.

Each time the dryad or her allies damage the target, it can repeat the Saving Throw, ending the effect on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as an Immediate Action.

If a target’ **s Saving Throw is successful, the target is immune to the dryad’ **s Fey Charm for the next 24 hours.

The dryad can’ **t have more than one humanoid and up to three beasts charmed at a time.

| Ecology | | — | Environment: Temperate Forests

Organization: Solitary, pair, or grove (3-8) | Treasure Category: Perfect Longbow with 20 Arrows, Dagger, D | | Description |

Dryads are nature spirits who love secluded woodlands away from humanoids in need of timber. The primary concern of dryads is their own survival and that of their beloved forests, and they are known to magically compel travelers to help with tasks that they cannot perform. They are friendly with druids and rangers who aren’ **t evil, as they recognize their empathy or respect for nature. Dryads are benevolent guardians of trees, and although they aren’ **t violent by nature, they can impede and thwart threats to their homes or turn enemies into allies.

Duergar

Size/Type Medium humanoid (dwarf), evil
Ability Str 2 Dex 0 Con 2 Int 0 Wis 0 Cha -1
Hit Points 33, Defense: 13, Initiative: +0
Movement 25 ft
S. Throws Fortitude +3, Reflex +3, Will +3
Senses Darkvision 120 ft
Languages Dwarvish, Undercommon
Challenge 1 (200 XP)

Duergar Resilience. The Duergar has +1d6 on Saving Throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity. While in sunlight, the Duergar has -1d6 on attack rolls, as well as on Perception checks that rely on sight.

ActionsEnlarge (Recharges after a 1 hour). For 1 minute, the Duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the Duergar is Large, doubles the damage dice of its Strength-based weapon attacks (included in the attacks), and has +1d6 on Strength checks and Strength Saving Throws. If the Duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick. Melee Weapon Attack: +5 to hit, reach 5 ft, one target.

Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage when enlarged.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft or range 40ft, one target.

Hit: 5 (1d6 + 2) piercing damage or 9 (2d6 + 2) piercing damage when enlarged.

Invisibility (Recharges after a 1 hour). The Duergar magically turns invisible for up to 1 hour or until it attacks, casts a spell, uses Enlarge, or its concentration is broken. Any equipment the Duergar wears or carries becomes invisible with it.

| Ecology | | — | Environment: Any underground

Organization: solitary, group (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25\% non-combatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level, and 1-4 captains of 9th level) | Treasure Category: NPC equipment (Chain Mail, Heavy Metal Shield, War Hammer, Light Crossbow with 20 Bolts, 3d6 gp) | | Description |

Distant relatives of Dwarves, darker and more misshapen, Duergar are creatures with a terrible temper who hate intruders in their underground realms, but never more than Dwarves. They live in communities deep underground. They have dull gray skin, as if dirty with dust or ash, but this natural tone allows them to blend better in underground areas. They are a Race of slavers, but while they force non-Dwarf prisoners to do grueling work, they kill captured Dwarves without remorse. In combat, Duergar fire crossbows, and then switch to War Hammers a few rounds later. If outnumbered, or if there is an adequate danger (and space), a Duergar will use its Enlarge ability and attack.

Dust Mephit

Size/Type Small elemental, evil
Ability Str -3 Dex 2 Con 0 Int -1 Wis 0 Cha 0
Hit Points 24, Defense: 14, Initiative: +2
Movement 9 m, fly 9 m
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Stealth +4, Awareness +2
Dam. Imm. Poison
Senses Darkvision 18 m
Languages Ictun, Tremun
Challenge 1/2 (100 XP)

Innate Spellcasting (1/Day). The mephit can innately cast sleep (spell Saving Throw DC 11), requiring no material components. Its innate spellcasting ability is Charisma.

Elemental Nature. A mephit doesn’ **t need food, drink, or sleep.

Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 1 meter of it must succeed on a Fortitude Saving Throw DC 11 or be blinded for 1 minute. A blinded creature can repeat the Saving Throw on each of its turns, ending the effect on itself on a success.

*ActionsClaws.** Melee Weapon Attack*: +4 to hit, reach 1 m, one creature.

Hit: 4 (1d4 + 2) slashing damage.

Blinding Breath (Recharge 6). The mephit exhales a 5-meter cone of blinding dust. Each creature in that area must succeed on a Reflex Saving Throw DC 11 or be blinded for 1 minute. A blinded creature can repeat the Saving Throw on each of its turns, ending the effect on itself on a success.

| Ecology | | — | Environment: Any (elemental plane of air)

Organization: Solitary, pair, group (3-6) or swarm (7-12) | Treasure Category: J | | Description |

Mephits are the servants of powerful elemental creatures. The key sites and locations of the elemental planes are filled with mephits bustling to perform an important duty or task.

Dust mephits are commonly found on the Plane of Air. These mephits are irritating and persistent.

Efreeti

Size/Type Large elemental, evil
Ability Str 6 Dex 1 Con 7 Int 3 Wis 2 Cha 3
Hit Points 228, Defense: 27, Initiative: +3
Movement 12 m, fly 18 m
S. Throws Fortitude +18, Reflex +12, Will +13
Dam. Imm. Fire
Senses Darkvision 36m
Languages Ignan
Challenge 11 (7200 XP)

Elemental Demise. If the efreeti dies, its body disintegrates into a flash of fire and a puff of smoke, leaving behind only the equipment the efreeti was wearing or carrying.

Innate Spellcasting. The efreeti’ **s spellcasting ability is Charisma. It can innately cast the following spells, without requiring material components:

At will: Detect Magic

3/day each: Enlarge/Reduce, Tongues

1/day each: Conjure Elemental (fire elemental only), Gaseous Form, Major Image, Invisibility, Wall of Fire

ActionsMultiattack. The efreeti makes two scimitar attacks or uses Hurl Flame twice.

Scimitar. Melee Weapon Attack: +11 to hit, reach 1 m, one target.

Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.

Hurl Flame. Ranged Weapon Attack: +12 to hit, range 36 m, one target.

Hit: 17 (5d6) fire damage.

Reaction: Opportunity Attack: efreeti makes an attack against a creature that moves through or out of its 1-meter reach.

Ecology

Environment: Any (Plane of Fire)

Organization: Solitary, pair, company (3-6), or band (7-12) | Treasure Category: Perfect Glaive, U | | — | | Description |

The Efreet (singular Efreeti) are Genies from the Plane of Fire. They are 3.6 meters tall and weigh about 1000 kg.

Efreet have few allies among other Genies: they hate Djinn and attack them on sight, can’ **t stand Marid, and see Janni as weak and fragile. Efreet often cooperate well with Shaitan, yet even these alliances are temporary.

Erinyes

Size/Type Medium devil, evil
Ability Str 4 Dex 3 Con 4 Int 2 Wis 2 Cha 4
Hit Points 240, Defense: 31, Initiative: +3
Movement 9 m, flight 18 m
S. Throws Fortitude +16, Reflex +15, Will +14
Damage Res. Cold; from non-magical or non-silvered weapons
Dam. Imm. Fire, Poison
Vulnerabilities silver, Light
Senses truesight 36 m
Languages Infernal, telepathy 36 m
Challenge 12 (8400 XP)

Hellish Weapons. The erinyes’ **s weapon attacks are magical and deal an extra 13 (3d8) poison damage when they hit (already included in the attacks).

Magic Resistance. The erinyes has +1d6 to Saving Throws against spells and other magical effects.

ActionsMultiattack. The erinyes makes three attacks.

Longsword. Melee weapon attack: +11 to hit, reach 1 m, one target.

Hits: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.

Longbow. Ranged weapon attack: +11 to hit, range 45m, one target.

Hits: 7 (1d8 + 4) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 25 Fortitude Saving Throw or be poisoned, -1 Strength and Dexterity. The poison remains until removed by a lesser restoration spell or similar magic.

Reaction: Opportunity Attack: the devil makes an attack against a creature that moves through or out of its 1-meter reach.

Reaction: Parry. The erinyes adds 4 to its Defense against one melee attack that would hit it. To do so, the erinyes must be able to see its attacker and be wielding a melee weapon.

Enraged: The Erinyes channels its magical energy into an attack. The target of the attack is hit by an infernal flame that causes 12d6 Void damage. DC 25 Reflex Saving Throw to halve. Costs 2 Actions.

| Ecology | | — | Environment: Any (Hell)

Organization: Solitary or trio | Treasure Category: Composite Flaming Longbow +1 [Strength +5], rope, Longsword +1 | | Description |

The erinyes, also known as Fallen, Ashen Wings, and Furies, are devils that insult their angelic form with their thirst for vengeance and bloody justice. They hover over the cornices of Dis, the second circle of Hell, always ready for battle to defend hell or for the whims of their diabolic lords.

These beautiful and dark angels enhance their sensuality with scars and bruises, but prefer to solve problems with quick and atrocious violence. They use living ropes made of their hair to ensnare and lift enemies, prolonging their suffering.

The erinyes are about 1.8 meters tall, weigh 70 kg, and have black wings with a span of over 3 meters. They are skilled at keeping enemies alive to prolong torment, and the most powerful can make suffering persist even after the subject’ **s death.

Ettercap

Size/Type Medium monstrosity, evil
Ability Str 2 Dex 2 Con 1 Int -2 Wis 1 Cha -2
Hit Points 51, Defense: 16, Initiative: +2
Movement 30 ft, climb 30 ft
S. Throws Fortitude +3, Reflex +4, Will +3
Skills Stealth +4, Perception +3, Survival +3
Senses Darkvision 60 ft
Challenge 2 (450 XP)

Web Walker. The ettercap ignores movement restrictions caused by webbing.

Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make a check.

Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

ActionsMultiattack. The ettercap makes two attacks: one with its bite and one with its claws

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft, one target.

Hit: 7 (2d4 + 2) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, one target.

Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Fortitude Saving Throw or be poisoned, -1 Strength and Dexterity, for 1 minute. The creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself with a success.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30 ft, one Large or smaller creature.

Hit: The creature is restrained by webbing. As an Action, the restrained creature can make a Strength Fortitude Saving Throw DC 11, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 Hit Points, vulnerability to fire damage, and immunity to bludgeoning and poison damage.

| Ecology | | — | Environment: Temperate Forests

Organization: solitary, pair, or nest (3-6 plus 2-8 giant spiders) | Treasure Category: C | | Description | | Ettercaps are humanoids usually 6 feet tall and weighing about 200 pounds, with elongated arms reaching to the ground and a horrible face with spider-like features. They are solitary and rarely join others of their kind, except for mating. When they do group together, they tend to attract various species of spiders, forming a strange partnership of ettercaps and arachnids. | | Ettercaps are known for building cunning traps made of webs and other natural materials, which they use to catch prey. They build web shelters among the highest branches of trees away from other ground predators, and use monstrous spiders as sentries and guardians. |

Ettercaps are not brave, but their traps often prevent enemies from drawing weapons. An ettercap attacks with claws and poisonous bites. It typically avoids melee with opponents who can still move and flees if they break free.

Ettin

Size/Type Large giant, evil
Ability Str 5 Dex -1 Con 3 Int -2 Wis 0 Cha -1
Hit Points 89, Defense: 16, Initiative: -1
Movement 40 ft
S. Throws Fortitude +7, Reflex +3, Will +4
Skills Perception +4
Senses tremorsense 60 ft
Languages Giant, Goblin
Challenge 4 (1100 XP)

Two Heads. The ettin has +1d6 on Perception checks and on Saving Throws against being blinded, charmed, deafened, unconscious, frightened, and stunned.

Wakeful. When one of the ettin’ **s heads is asleep, the other head is awake.

ActionsMultiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft, one target.

Hit: 14 (2d8 + 5) slashing damage.

Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft, one target.

Hit: 14 (2d8 + 5) piercing damage.

| Ecology | | — | Environment: Cold hills

Organization: Solitary, pair, group (3-6), troop (1-2 plus 1-2 Brown Bears, band (3-6 plus 1-2 Brown Bears) or colony (3-6 plus 1-2 Brown Bears and 7-12 Orcs, or 9-16 Goblins) | Treasure Category: Leather Armor, 2 Light Flails, 4 Javelins, P | | Description | | Ettins, or two-headed giants, are malevolent and unpredictable nocturnal hunters. Their two heads grant them unparalleled powers of perception, making them excellent guardians. | | Ettins resemble Hill Giants or Stone Giants, but their tusked faces betray an orcish lineage. They have pinkish-brown skin and never wash unless forced to, which makes them so dirty and grimy that their skin appears thick and gray. | | Adults are 3.9 meters tall and weigh 2,600 kg. Ettins live about 75 years. | | Ettins have no language of their own but speak a mixed jargon of Giant, Goblin, and Orcish. Creatures that speak any of these languages can communicate with an ettin by making an Intelligence check with DC 15. The check is made once for each fragment of information; if the other creature speaks two of these languages, the DC is 10, while for someone who speaks all three, it is 5. | | Although ettins are not very intelligent, they are cunning warriors. They prefer to ambush their victims rather than engage them in combat, but once battle has begun, an ettin fights furiously until the enemy’ **s death. | | Ettins are solitary creatures, settling in the safety of rocky caves and hollows, often surrounded by pits and ditches, and sometimes keeping cave bears as pets or guardians. | | A particularly powerful ettin may attract a group of followers, especially Goblins or Orcs. However, these gatherings are mostly exceptions, and rarely last long, with the individualistic ettins going their own way as soon as opportunities for looting and plundering diminish or if the leader is killed. |

They generally form reproductive pairs to raise offspring only for brief periods before each goes its own way. Young ettins mature rapidly, reaching adult size in one year, thus being able to fend for themselves.

Explosive Roach

Size/Type Small Elemental, neutral
Ability Str 1 Dex 2 Con 1 Int -5 Wis -1 Cha -2
Hit Points 51, Defense: 16, Initiative: +2
Movement 4 m, jump 9 m, burrow 2 m
S. Throws Fortitude +3, Reflex +4, Will +3
Damage Res. bludgeoning
Dam. Imm. Fire
Immunities exhausted, frightened
Senses Blindsight 5 m
Challenge 2 (450 XP)

Fire Detection: The Explosive Roach can perceive fires within 100 meters, provided they are equal to or larger than a torch.

Burrow: The explosive roach can burrow through solid ground at half its movement speed.

ActionsMultiattack. The Explosive Roach can make 1 charge attack or emit a fire slurry.

Charge. Melee Attack: +6 to hit, reach 1 meter, one target.

Hit: 12 (3d6 + 3) bludgeoning damage. The creature must make a Fortitude saving throw DC 12 or fall prone.

Fire Slurry Ranged Attack: +5 to hit, range 3 meters. The Explosive Roach regurgitates a sticky liquid that ignites on contact with air. Recharge 3-6.

Hit: 18 (4d6 + 6) fire damage. Reflex saving throw DC 14 to halve.

Death: When the Explosive Roach dies, the gel inside explodes on contact with air all around, in a radius of 1 meter around the roach, the flames cause 12 (4d6) damage, Reflex saving throw DC 15 to halve.

| Ecology | | — | Environment: warm caves

Organization: Solitary, nest (8-64) | Treasure Category: Diamond 1d4x1d50gp | | Description |

Explosive Roaches are native creatures between the elemental plane of fire and earth. They are usually attracted to environments rich in flames, stone, or at least heat and earth. Proportioned like a common roach but about 40 cm long and weighing about 4 kg, it is a creature completely devoid of intellect, acting only on pure instinct. They are now common in caves near volcanoes or red dragon lairs, having adapted to living on Earth.

In the nest where they dwell, there is at least one queen who commands the roaches, extremely larger and stronger. Explosive Roaches feed on coal, burnt wood, burnt carcasses. They are extremely fond of diamonds which, once burned, are true delicacies.

Fire Giant

Size/Type Huge giant, evil
Ability Str 7 Dex -1 Con 6 Int 0 Wis 2 Cha 1
Hit Points 187, Defense: 23, Initiative: +0
Movement 9 m
S. Throws Fortitude +15, Reflex +8, Will +11
Skills Athletics +11, Awareness +6
Languages Giant
Challenge 9 (5000 XP)

ActionsMultiattack. The giant makes two attacks with its greatsword.

Greatsword. Melee Weapon Attack: +11 to hit, reach 3 m, one target.

Hit: 28 (6d6 + 7) slashing damage.

Wide Swing. Melee Weapon Attack: +11 to hit, reach 3 meters, with a single attack can hit two creatures in melee close to each other.

Rock. Ranged Weapon Attack: +10 to hit, range 18m, one target.

Hit: 29 (4d10 + 7) bludgeoning damage.

Reaction: Opportunity Attack: The fire giant makes an attack against a creature that moves through or out of its 3-meter reach.

Enraged: The fire giant channels its energy into the weapon, causing +2d6 fire damage until the end of combat.

Ecology

Environment: Hot Mountains

Organization: Solitary, group (2-5), band (6-12 plus 35\% noncombatants and 1 adept or Devotee of 1st-2nd level), raiding party (6-12 plus 1 adept or wizard of 3rd-5th level, 2-5 Hell Hounds and 2-3 Trolls or Ettins) or tribe (20-30 plus 1 adept, wizard or Devotee of 6th-7th level; 1 Warrior or ranger king of 8th-9th level; and 17-38 Hell Hounds, 12-22 Trolls, 7-12 Ettins and 1-2 Young Red Dragons) | Treasure Category: Half Plate, Greatsword, P | | — | | Description |

Fire giants are the most rigid and martial of giants, always ready for war and for treating brutally anyone they encounter. Their rigid command structure includes soldiers, officers, and even generals, with everyone obeying their king’ **s orders without question.

Fire giants have bright orange hair that glows and sparkles as if on fire. An adult male stands between 3.6 and 4.8 meters tall, with a chest measurement of about 2.7 meters, and weighs approximately 3,500 kg. Females are slightly shorter and slimmer. Fire giants can live up to 350 years.

Fire giants wear clothing made of sturdy fabrics or leather in orange, yellow, black, or red colors. Warriors wear burnished steel helmets and half-plate armor and wield large greatswords that they swing across the battlefield. In large numbers, fire giants fight with brutal and efficient group tactics, and do not hesitate to sacrifice a few companions to ambush the enemy.

Fire giants prefer warm places: the hotter the better. They can be found in deserts, volcanoes, hot springs, and deep in the earth near lava vents. They live in castles, fortified settlements, or large caves, and the architecture of these places reflects their rigid and militaristic lifestyle, with officers residing in better quarters than their subordinates.

Flameskull

Size/Type Small undead, evil traits
Ability Str 0 Dex 1 Con 1 Int 1 Wis 0 Cha 0
Hit Points 51, Defense: 15, Initiative: +1
Movement fly 10 m
S. Throws Fortitude +3, Reflex +3, Will +3
Damage Res. from Void
Dam. Imm. Fire, Poison, from non-magical weapons
Condition Imm. charmed, paralyzed, fatigued, frightened, bleeding
Senses Darkvision 18 m
Challenge 2 (200 XP)

Spells. A Flameskull can cast the following spells innately.

At Will: Produce Flame

1 time per day: Kyrin’s Flaming Acorn Barrage

Undead Nature. The Flameskull doesn’ **t need air, food, drink, or sleep.

Fire Expert. It costs 1 Action to cast the cantrip Produce Flame.

| Ecology | | — | Environment: Any

Organization: Solitary, pair, patrol (2d4) | Treasure Category: none | | Description: |

Flameskulls are created from the corpses of spellcasters specialized in the Fire Magic List and necromancy.

Used as guardians and torches, they often represent a first line of defense in dungeons.

Flesh Golem

Size/Type Medium construct, neutral
Ability Str 4 Dex -1 Con 4 Int -2 Wis 0 Cha -3
Hit Points 109, Defense: 17, Initiative: -1
Movement 9 m
S. Throws Fortitude +9, Reflex +4, Will +5
Dam. Imm. Electricity, Poison
Immunities charmed, paralyzed, petrified, fatigued, frightened
Senses Darkvision 18 m
Languages understands the languages of its creator but cannot
Challenge 5 (1800 XP)

Damage Reduction. The clay golem has hardness 6/- against non-magical weapons.

Berserk. Whenever the golem starts its round with 40 Hit Points or fewer, roll a d6. On a 6, the golem goes berserk. During each of its rounds while berserk, it gains an Action; the golem attacks the nearest creature it can see. If there is no creature close enough to move to and attack, the golem attacks an object, preferring objects smaller than itself. Once the golem goes berserk, it continues to be so until it is destroyed or regains all its Hit Points.

Magic Weapons. The golem’ **s weapon attacks are magical.

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of Hit Points equal to the lightning damage dealt.

Fire Aversion. If the golem takes fire damage, it has -1d6 on attack rolls and Basic skill checks until the end of its next round.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Construct Nature. A golem doesn’ **t need air, food, drink, or sleep.

Magic Resistance. The golem has +1d6 on Saving Throws against spells and other magical effects.

ActionsMultiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 13 (2d8 + 4) bludgeoning damage. The creature hit must make a Fortitude Saving Throw at DC 17 or fall ill. Each time it fails the Saving Throw, it takes one less Action in the next round. If it reaches 3 lost Actions, meaning it fails the Saving Throw 3 times in a row, the creature dies. As soon as the Saving Throw succeeds, the disease is overcome.

Enraged: the flesh golem overcharges itself. For 2d4 rounds it can take one additional Action of Movement or Attack. Costs 1 Action.

| Ecology | | — | Environment: Any

Organization: Solitary or group (2-4) | Treasure Category: None | | Description |

A flesh golem is a monstrous collection of humanoid body parts stolen and stitched together. Its cadaverous flesh has a pale green or yellowish tone. A flesh golem wears whatever clothing its creator desires, normally just a ragged pair of trousers. It has no Equipment or weapons. A flesh golem stands over 2.3 meters tall and weighs 250 kg.

A flesh golem does not speak, though it can emit a kind of hoarse growl. It walks and moves with a jerky gait, as if it doesn’ **t have full control of its body.

Although many flesh golems are mindless, tales are told of exceptional golems that have somehow retained memories of their previous life. The head (and therefore the brain) of these flesh golems must be the right combination of freshness and (in the previous life) determination, but luck and chance also seem to be of absolute importance for intellect to be preserved during their creation. Certainly those who build flesh golems prefer to have mindless slaves rather than those endowed with a will of their own, consequently intelligent flesh golems are rare.

Flesh Worms

Size/Type tiny monstrosity, unaligned
Ability Str -4 Dex 0 Con -2 Int -4 Wis 0 Cha -4
Hit Points 32, Defense: 13, Initiative: +0
Movement 1 m
S. Throws Fortitude +3, Reflex +3, Will +3
Senses tremorsense 3 m
Challenge 1 (200 XP)

ActionsInfest Flesh. These tiny creatures penetrate exposed flesh without making an Attack Roll as long as the flesh is exposed to contact with them.

Hit. Within 2d4 rounds the flesh worms (3d6 creatures) burrow into the tissue heading toward the heart. The worm infestation causes 1 Hit Point of damage per round as they burrow. Once they reach the heart, each round the character must make a DC 14 Fortitude Saving Throw, with a cumulative -1 penalty per round. Once the Saving Throw fails, the character dies.

Getting Rid of Flesh Worms. The only way is to use an open flame (a torch causes 1d6 damage per application or a spell like Heat Wave) on the part where the worms are burrowing. Each application of fire can eliminate 3d6 worms. A First Aid check at DC 15 removes 1d4 parasites but causes 1d4 damage in extraction. After 2d4 rounds, the worms are too deep and it’ **s useless to apply fire; only a Cure Disease or Healing spell can completely eradicate the infestation.

| Ecology | | — | Environment: rotting trees, putrid flesh

Organization: groups 3d6 | Treasure Category: None | | Description |

Flesh worms are among the most feared parasites by adventurers. They are found in damp piles of leaves or rotting logs, in decomposing corpses, in turbid waters. Pale, slimy, equipped with very sharp teeth, just over 4 millimeters long, they penetrate exposed flesh very easily and perceive the heartbeat where they head. While they dig into the flesh, they can be perceived and even seen crawling under the skin.

Flying Sword

Size/Type Small construct, unaligned
Ability Str 1 Dex 2 Con 0 Int -5 Wis -3 Cha -5
Hit Points 19, Defense: 14, Initiative: +2
Movement 0 ft, fly 50 ft, Hover
S. Throws Fortitude +3, Reflex +3, Will +3
Dam. Imm. Poison
Condition Imm. blinded, charmed, deafened, paralyzed, petrified, frightened
Senses Blindsight 60 ft (blind beyond this radius)
Challenge 1/4 (50 XP)

False Appearance. While the weapon remains motionless and is not flying, it is indistinguishable from a normal sword.

Susceptibility to Anti-Magic. The sword is incapacitated if it is in the area of an anti-magic field. If it is targeted by Dispel Magic, the sword must succeed on a Fortitude Saving Throw against the DC of the spell’ **s Saving Throw or remain unconscious for 1 minute.

*ActionsLongsword.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 5 (1d8 + 1) slashing damage.

Frost Giant

Size/Type Huge giant, evil
Ability Str 6 Dex -1 Con 5 Int -1 Wis 0 Cha 1
Hit Points 167, Defense: 21, Initiative: -1
Movement 12 m
S. Throws Fortitude +13, Reflex +7, Will +8
Skills Athletics +9
Languages Giant
Challenge 8 (3900 XP)

ActionsMultiattack. The giant makes two attacks with its greataxe.

Greataxe. Melee Weapon Attack: +10 to hit, reach 3 m, one target.

Hit: 25 (3d12 + 6) slashing damage.

Wide Swing. Melee Weapon Attack: +10 to hit, reach 3 meters, with a single attack can hit two creatures in melee close to each other.

Rock. Ranged Weapon Attack: +9 to hit, range 18m, one target.

Hit: 28 (4d10 + 6) bludgeoning damage.

Reaction: Opportunity Attack: The frost giant makes an attack against a creature that moves through or out of its 3-meter reach.

Enraged: The Frost Giant channels its energies through the weapon. The weapon causes an additional 2d6 cold damage until the end of combat.

| Ecology | | — | Environment: Cold Mountains

Organization: Solitary, band (3-5), group (6-12 plus 35\% noncombatants and 1 wizard or Devotee of 1st-2nd level), raiding party (6-12 plus 35\% noncombatants, 1 Devotee or wizard of 3rd-5th level, 1-4 Winter Wolves and 2-3 Ogres) or tribe (21-30 plus 1 adept, wizard or Devotee of 6th-7th level; 1 Barbarian or ranger jarl 7th-9th level; and 15-36 Winter Wolves, 13-22 Ogres and 1-2 Young White Dragons) | Treasure Category: Chain Mail, Greataxe, R | | Description |

A frost giant has blue or dirty yellow hair, and eyes usually of the same color. They dress in furs and pelts, adorning themselves with whatever jewelry they may possess. Fighting frost giants also wear chain mail and metal helmets decorated with horns and feathers. An adult male stands 5 meters tall and weighs about 1,400 kg. Females are slightly shorter and slimmer, but otherwise identical to males. Frost giants can live up to 250 years.

Frost giants are much feared, as the craving for destruction and war and their contemptuous behavior drive them to ever greater displays of brutality. Frost giants begin by attacking at range, hurling rocks until they run out of ammunition or the opponent approaches, then confront them with their huge axes. One of their favorite tactics is to set an ambush by hiding under the snow above an icy or snowy slope, where opponents will have difficulty reaching them, and then begin by causing an avalanche before descending into battle. Frost giants can hide very well in snowy environments and are masters of stealth in their domain.

Frost giants survive by hunting and raiding on their own, as they live in cold and desolate environments. Groups of frost giants are divided almost equally between those who live in makeshift settlements or abandoned castles and those who wander the frigid north, like nomads in search of loot and supplies. Frost giant leaders are called jarls and require absolute obedience from their followers. At any time, a jarl can be challenged to combat for command of the tribe. These challenges typically end with the death of one of the contenders. A single jarl can often count on a dozen or more smaller frost giant tribes as an extension of his own. In these cases, the leaders of the smaller tribes are known as captains or warlords.

Frost giants love taking prisoners and use them both as slaves and as raw material. Usually each group of frost giants keeps 1-2 humanoid slaves chained to a slave trainer: the meanest and cruelest of the group after the jarl. They also have a certain passion for monstrous pets: White Dragons and Winter Wolves are popular choices, but Remorhaz and Yeti can also be found in a frost giant’ **s lair.

G.C.B.

Size/Type Large aberration, evil
Ability Str 6 Dex 1 Con 5 Int 3 Wis 1 Cha -1
Hit Points 205, Defense: 26, Initiative: +3
Movement 9 m, burrow 9 m
S. Throws Fortitude +15, Reflex +11, Will +11
Proficiencies Perception +10
Senses Darkvision 18 m, tremorsense 18 m
Challenge 10 (5900 XP)

ActionsMultiattack. The G.C.B. can attack with two claws or with its bite

Claws: Melee natural weapon attack: +11 to hit, reach 3 m, one target.

Hit: 20 (6d6 + 5) slashing damage, 1 Bleeding damage.

Bite: Melee natural weapon attack: +11 to hit, reach 3 m, one target

Hit: 22 (6d6 + 8) slashing damage, 1 Bleeding damage, Blurred Vision.

Blurred Vision: it’ **s a Poison effect, Will ST DC 18 or until the end of the next round the target has -1d6 to Attack Roll.

Gaze. It is sufficient to look at the G.C.B. to be affected by Confusion, as the homonymous spell. To resist, it is necessary to make a Will Saving Throw at DC 22. Each round it is possible to repeat the Saving Throw to resist the effect.

Fighting without looking at the G.C.B. imposes -1d6 to Attack Roll.

Enraged: the G.C.B. emits a cacophonic roar. Creatures within 6 meters of it must make a Will Saving Throw at DC 22 or be affected by Confusion for 2 rounds. Costs 2 Actions.

| Ecology | | — | Environment: Underground

Organization: solitary, group (2-4) | Treasure Category: Incidental | | Description |

The Great Chitinous Being, or G.C.B, is an insect with a vague humanoid appearance almost 3 meters tall, powerful and equipped with two very strong and resistant claws capable of digging and severing any material. 4 small, central, multi-faceted eyes emit a faint, shifting luminescence that confounds creatures that cross their gaze.

Probably the result of some transformation spell gone wrong, G.C.B.s are masters of the underground. Creatures endowed with real intelligence, they love elf flesh and fight in a tactical and careful manner.

Gablin

Size/Type Small fiend, evil
Ability Str 2 Dex 1 Con 1 Int -2 Wis -1 Cha -2
Hit Points 19, Defense: 13, Initiative: +1
Movement 9 m
S. Throws Fortitude +3, Reflex +3, Will +3
Senses Darkvision 18 m
Languages understand Common but don’ **t speak it, Abyssal
Challenge 1/4 (50 XP)

Sunlight Sensitivity. While in sunlight, the gablin has -1d6 to attack rolls as well as on Perception checks based on sight.

*ActionsShort Sword.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 5 (1d6 + 2) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, touch, one target.

Hit: 3 (1d1 + 2) piercing damage.

| Ecology | | — | Environment: Anywhere

Organization: Group (8-12), war band (10-24) or tribe (50+, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 chief of 6th-8th level, 6-12 wild wolves and 1-4 Ogres or 1-2 Gablin Champions) | Treasure Category: Incidental | | Description |

Gablins are the scum of the scum; it’ **s said that a Gablin is born from every evil thought, and they are certainly very numerous. Gablins are small humanoids with dark skin and green streaks, initially generated by the will of Cattalm with the sole purpose of bringing destruction, death, and suffering. Gablins can hide anywhere as long as they’ **re near a food source, usually preferring sewers or abandoned structures near villages. The sole purpose of a Gablin is to kill and perpetuate the species. Gablins are all male, and their fiendish nature makes them capable of impregnating any humanoid female. Usually, gestation lasts only 3 weeks, during which women are tortured to strengthen the 1d6+2 little ones they carry. The birth usually ends with the little Gablins disemboweling the mother and making her their first meal. This method of procreation combined with their voracious hunger for blood and flesh makes them among the most hated and feared creatures. Although individually not particularly formidable, Gablins always move in groups, and if the group exceeds two dozen, there is almost always a Gablin Spellcaster or even a Gablin Champion leading them.

Gablin Champion

Size/Type Medium fiend, evil
Ability Str 4 Dex 2 Con 3 Int 1 Wis 0 Cha -1
Hit Points 70, Defense: 18, Initiative: +2
Movement 12 m
S. Throws Fortitude +6, Reflex +5, Will +3
Senses Darkvision 18 m
Languages Common, Abyssal
Challenge 3 (700 XP)

*ActionsHeavy Club.** Melee Weapon Attack*: +6 to hit, reach 2 m, one target.

Hit: 11 (2d6 + 4) bludgeoning damage.

Summon Gablin: 3 Actions. The Gablin spills his blood on the ground and from this 2d4 Gablins arise, loses 1 Hit Point

| Ecology | | — | Environment: Any

Organization: leading a group of Gablins | Treasure Category: Leather Armor, Heavy Club, B | | Description |

Gablin Champions are spontaneously generated when the number of Gablins present reaches 20 units. Enormously larger, stronger, and more intelligent than a Gablin, the Champions are the leaders of the group, those who plan battles and confrontations. They have no qualms about sending Gablins to slaughter or killing anything that breathes. Pervaded by the spirit of Cattalm, their purpose is always and only to destroy and kill.

Gablin Paladin

Size/Type Large fiend, evil
Ability Str 5 Dex 2 Con 3 Int 2 Wis 3 Cha 3
Hit Points 126, Defense: 22, Initiative: +2
Movement 12 m
S. Throws Fortitude +9, Reflex +8, Will +9
Senses Darkvision 18 m
Languages Common, Abyssal
Challenge 6 (2300 XP)

ActionsMultiattack. The Gablin Paladin attacks with 2 bastard sword strikes.

Bastard Sword. Melee Weapon Attack: +8 to hit, reach 2 m, one target.

Hit: 10 (1d10 + 5) bludgeoning damage, plus 1d6 Void damage. If the hit creature is a Follower or Devotee of Gradh, the damage increases by an additional 1d6.

Summon Gablin: 3 Actions. The Gablin spills his blood on the ground and from this 3d4 Gablins arise.

Reaction: Opportunity Attack: the Gablin Paladin makes an attack against a creature that moves through or out of its 1-meter reach.

Unholy Aura: the Gablin Paladin emanates an aura with a 6-meter radius around him that grants +2 to Attack Roll and Damage to all other Gablins and imposes -2 to Attack Roll and Saving Throws to other creatures not Devotees or Followers of Cattalm.

| Ecology | | — | Environment: Any

Organization: leading an army of Gablins | Treasure Category: Field Plate, Bastard Sword +1, S | | Description |

Gablin Paladins are among the most powerful gablins known, the true elect of Cattalm. Summoned by more powerful followers of Cattalm, they can alone lead hundreds of Gablins and, thanks to their acumen, prepare accurate plans and bring havoc and destruction to entire regions.

Gargoyle

Size/Type Medium elemental, evil
Ability Str 2 Dex 0 Con 3 Int -2 Wis 0 Cha -2
Hit Points 52, Defense: 14, Initiative: +0
Movement 9 m, fly 18 m
S. Throws Fortitude +5, Reflex +3, Will +3
Damage Res. Poison, from non-magical weapons or that aren’ **t adamantine
Immunities petrified, fatigued
Senses Darkvision 18 m
Languages Tremun
Challenge 2 (450 XP)

False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Elemental Nature. A gargoyle doesn’ **t need air, food, drink, or sleep.

ActionsMultiattack. The gargoyle makes two attacks: one with its bite and one with its claws.

Claws. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 5 (1d6 + 2) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 5 (1d6 + 2) piercing damage.

Reaction: Opportunity Attack: the gargoyle attacks if it is flying and a creature exits or moves through its 1 m reach.

Ecology

Environment: Any

Organization: Solitary, pair, or wing (3-12) | Treasure Category: Q | | — | | Description |

Gargoyles often appear to be winged stone statues, as they can remain motionless indefinitely to then surprise enemies. Gargoyles tend to have obsessive-compulsive behaviors, as diverse as their species is abundant. Books, stolen trinkets, weapons, and trophies collected from fallen enemies are just a few examples of the types of objects a gargoyle might collect to decorate its lair and territory.

Gargoyles tend to have a solitary lifestyle, though they sometimes form fearsome swarms called wings for protection and entertainment. Under certain conditions, a tribe of gargoyles may even ally with other creatures, but even the most stable of these alliances can collapse for trivial reasons; gargoyles are only treacherous, petty, and vindictive.

Gargoyles are known to inhabit the heart of larger cities, crouching among the stone decorations of cathedrals and buildings where they hide in plain sight by day, swooping down to feed on vagabonds, beggars, and other unfortunates by night.

The longer a tribe of gargoyles dwells in an area of buildings or ruins, the more its members begin to resemble the architectural style of the area. The changes to a gargoyle’ **s appearance are slow and subtle, but over the years they can become radical.

An unusual variant of the gargoyle does not dwell among buildings and ruins but beneath the waves of the sea. These creatures are known as kapoacinth; they have the same base statistics as normal gargoyles, except they have the aquatic subtype and their wings grant them a swimming speed of 12 meters (but are useless for flying). Kapoacinths inhabit shallow coastal regions where they can crawl out of the foam to hunt local residents. They are more likely to form swarms, as kapoacinths prefer group life to solitary existence.

Gelatinous Cube

Size/Type Large ooze, unaligned
Ability Str 2 Dex -4 Con 5 Int -5 Wis -2 Cha -5
Hit Points 53, Defense: 10, Initiative: -4
Movement 15 feet
S. Throws Fortitude +7, Reflex +3, Will +3
Dam. Imm. non-magical slashing weapons, damage from
Condition Imm. blinded, charmed, deafened, prone, exhausted, frightened
Senses Blindsight 60 ft (blind beyond this radius)
Challenge 2 (450 XP)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but fall victim to the cube’ **s Engulf and have -1d6 to the Saving Throw.

Creatures inside the cube are visible but have total cover.

A creature within 5 feet of the cube can take an Action to pull a creature or object out of the cube. Doing so requires a successful Athletics check DC 14, and the creature making the attempt takes 10 (3d6) acid damage.

The cube can hold only one Large creature or up to four Medium or smaller creatures at a time.

Ooze Nature. The cube doesn’ **t need to sleep.

Transparent. Even when the cube is in plain sight, it takes a successful Perception check DC 15 to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube’ **s space while unaware of the cube is surprised by the cube.

*ActionsPseudopod.** Melee Weapon Attack*: +5 to hit, reach 5 ft, one target.

Hit: 10 (3d6) acid damage.

Engulf. The cube moves up to its speed. While doing so, it can enter the space of a Large or smaller creature. Whenever the cube enters a creature’ **s space, the creature must make a Reflex Saving Throw DC 13.

If the Saving Throw succeeds, the creature can choose to be pushed back or to the side 5 feet. A creature that chooses not to be pushed takes the consequences of a failed Saving Throw.

If the Saving Throw fails, the cube enters the creature’ **s space, the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can’ **t breathe, is restrained, and takes 21 (6d6) acid damage at the start of the cube’ **s turn. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an Action to make a Fortitude Saving Throw with Strength DC 14. If it succeeds, the creature escapes and enters a space of its choice within 5 feet of the cube.

Ecology

Environment: Any underground

Organization: Solitary | Treasure Category: Incidental | | — | | Description |

Among the most unusual and peculiar dungeon predators, gelatinous cubes spend their existence wandering aimlessly through underground tunnels and dark caverns, engulfing organic materials such as plants, refuse, carrion, and even living creatures. Matter that the cube cannot digest, such as metals and stone, fills the creature’ **s volume with debris, and sometimes it can expel some of it from its body. Often, the treasure and belongings of past victims remain inside the gelatinous cube: a spectral image of their material remains.

Some sages believe these creatures evolved from Gray Oozes. Some beings use gelatinous cubes as guardians of dungeons and underground fortifications, trapping these immense creatures in massive metal crates and transporting them with powers or magic to their final guard post. They are particularly effective waste disposal mechanisms; a tribe may trap a gelatinous cube in a pit or another area it cannot climb, using it as a dump or even as a deadly trap, depending on the ingenuity of the creatures that captured it.

Gelatinous cubes typically have a 10-foot edge and weigh more than 16,500 pounds, although some underground explorers claim that larger specimens exist in the underdark. In areas where food is abundant, gelatinous cubes can live for hundreds, if not thousands, of years. However, if organic matter is lacking for more than 6 months, a gelatinous cube begins to deteriorate, and its walls begin to drip, rapidly disintegrating into liquid mucus until the entire body collapses and completely disappears.

Generic Air Elemental

Size/Type CR/3 (Small, Medium, Large, Huge, Gargantuan, Colossal)
Ability Str 0+CR/6 Dex 3+CR/3 Con 0+CR/6 Int -2+CR/6 Wis -1+CR/6 Cha 0+CR/6
Hit Points (CR+1)*15, Defense: CR+Dex+2, Initiative: +Dex
Movement 0 ft, fly CR*13 ft
S. Throws Fortitude CR+CON, Reflex CR+CR/5 + DEX, Will CR+WIS
Damage Res. Electricity, Sound; nonmagical weapons
Dam. Imm. Poison
Immune grappled, restrained, paralyzed, petrified, unconscious, prone, fatigued
Senses Darkvision 60 ft
Languages Auran
Challenge CR
Air Form. The elemental can enter a hostile creature’ **s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Elemental Nature. An elemental doesn’ **t require air, food, drink, or sleep.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +CR/2+STR to hit, reach CR/3 feet, one target.
Hit: 1d6*CR/3 bludgeoning damage.
Reaction: Opportunity Attack: the elemental makes an attack against a creature that moves through or out of its CR/3-foot reach.

Whirlwind (Recharge 4-6). Each creature in the elemental’ **s space must make a DC 10+CR1.5 Fortitude Saving Throw. On a failed save, a target takes 1d8CR/3 bludgeoning damage and is flung CR feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Reflex Saving Throw or take the same damage and be knocked prone. If the Saving Throw is successful, the target takes half the bludgeoning damage and isn’ **t flung away or knocked prone.

Generic Earth Elemental

Size/Type CR/3 (Small, Medium, Large, Huge, Gargantuan, Colossal)
Ability Str CR Dex -2+CR/6 Con 1+CR/3 Int -3+CR/6 Wis -1+CR/6 Cha -3+CR/6
Hit Points (CR+3)*15, Defense: CR+Dex, Initiative: +Dex
Movement 30 ft, climb 30 ft, burrow 30 ft
S. Throws Fortitude CR+CON+CR/5, Reflex CR+DEX, Will CR+WIS
Damage Res. nonmagical weapons
Dam. Imm. Poison, Sound
Immune grappled, restrained, paralyzed, petrified, unconscious, prone, fatigued
Senses tremorsense 60 ft, Darkvision 60 ft
Languages Terran
Challenge CR
Siege Monster. The elemental deals double damage to objects and structures.
Elemental Nature. An elemental doesn’ **t require air, food, drink, or sleep.
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’ **t disturb the material it moves through.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +CR to hit, reach CR/6 feet, one target.
Hit: CR*3 bludgeoning damage.

Reaction: Opportunity Attack: the elemental makes an attack against a creature that moves through or out of its CR/3-foot reach.

Generic Fire Elemental

Size/Type CR/3 (Small, Medium, Large, Huge, Gargantuan, Colossal)
Ability Str 0+CR/3 Dex 2+CR/3 Con 1+CR/6 Int -2+CR/6 Wis -1+CR/6 Cha -2+CR/6
Hit Points (CR+2)*15, Defense: CR+1+Dex, Initiative: +Dex
Movement 50 ft
S. Throws Fortitude CR+CON, Reflex CR+DEX, Will CR+WIS
Damage Res. nonmagical weapons
Dam. Imm. Fire, Poison
Immune grappled, restrained, paralyzed, petrified, unconscious, prone, fatigued
Senses Darkvision 60 ft
Languages Ignan
Challenge CR
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’ **s space and stop there. The first time it enters a creature’ **s space on a turn, that creature takes CR fire damage and catches fire; until someone takes an Action to douse the fire, the creature takes CR fire damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a CR7-foot radius and dim light for an additional CR13 feet.
Elemental Nature. An elemental doesn’ **t require air, food, drink, or sleep.
Water Susceptibility. The elemental takes 1 cold damage for every 5 feet it moves in water, or for every gallon of water splashed on it.
Actions
Multiattack. The elemental makes two touch attacks.
Slam. Melee Weapon Attack: +CR/2+STR to hit, reach CR/3 feet, one target.
Hit: CR*2 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an Action to douse the fire, the target takes CR fire damage at the start of each of its turns.

Reaction: Opportunity Attack: the elemental makes an attack against a creature that moves through or out of its CR/3-foot reach.

Generic Water Elemental

Size/Type Elemental
Ability Str 2+CR/3 Dex 0+CR/6 Con 2+CR/3 Int -2+CR/6 Wis 0+CR/6 Cha 0+CR/6
Hit Points (CR+2)*15, Defense: CR+Dex, Initiative: +Dex
Movement 30 ft, swim CR*13 ft
S. Throws Fortitude CR+CR/5+CON, Reflex CR+DEX, Will CR+WIS
Damage Res. Acid; nonmagical weapons
Dam. Imm. Poison
Immune grappled, restrained, paralyzed, petrified, unconscious, prone, fatigued
Senses Darkvision 60 ft
Languages Aquan
Challenge CR
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Water Form. The elemental can enter a hostile creature’ **s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Elemental Nature. An elemental doesn’ **t require air, food, drink, or sleep.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +CR/2+STR to hit, reach CR/3 feet, one target.
Hit: CR*1d8 bludgeoning damage.
Reaction: Opportunity Attack: the elemental makes an attack against a creature that moves through or out of its CR/3-foot reach.
Whelm (Recharge 4-6). Each creature in the elemental’ **s space must make a DC 10+CR+CR/5 Fortitude Saving Throw. On a failure, a target takes (1d8+1)CR/2 bludgeoning damage. If it is of size CR/3 >=4, the target is also grappled (CR2 DC to escape). Until this grapple ends, the target can’ **t breathe unless it can breathe water. If the Saving Throw is successful, the target is pushed out of the elemental’ **s space.

The elemental can grapple one creature of CR/3 size or 2 of CR/2 size or. At the start of each of the elemental’ **s turns, each target grappled by it takes (1d6)CR/2 bludgeoning damage. A creature within 10 feet of the elemental can pull a creature or object out of it by taking an Action to make a Strength Fortitude Saving Throw check with DC 2+CR2.

Ghast

Size/Type Medium undead, evil
Ability Str 3 Dex 3 Con 0 Int 0 Wis 0 Cha -1
Hit Points 51, Defense: 17, Initiative: +3
Movement 9 m
S. Throws Fortitude +3, Reflex +5, Will +3
Damage Res. from Void
Dam. Imm. Poison
Immunities charmed, fatigued
Senses Darkvision 18 m
Languages Common, Expiran
Challenge 2 (450 XP)

Stench. Any creature that starts its round within 1 meter of the ghast must succeed on a DC 14 Fortitude Saving Throw or be Nauseated (-1d6 to Attack Rolls, Saving Throws and Checks) until the beginning of its next round. If the creature succeeds on the Saving Throw, it is immune to the ghast’ **s Stench for the next 24 hours.

Turn Resistance. The ghast and all ghouls within 9 meters of it have +1d6 to Saving Throws against effects that turn undead.

*ActionsClaws.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 14 Fortitude Saving Throw or be paralyzed for 1 minute. The target can repeat the Saving Throw at the end of each of its rounds, ending the effect if it succeeds the Saving Throw.

Bite. Melee Weapon Attack: +5 to hit, reach 1 m, one creature.

Hit: 12 (2d8 + 3) piercing damage.

Hungry Bite. Melee Weapon Attack: +5 to hit, reach 1 m, one creature. 2 Actions

Hit: 14 (3d6 + 3) piercing damage, the ghast regains half the damage in Hit Points.

| Ecology | | — | Environment: Any terrain

Organization: Solitary, group (2-4) or pack (7-12) | Treasure Category: B | | Description |

Ghasts are Ghouls with a deeper connection to the Void. A ghast’ **s paralysis affects Elves as well. Ghasts roam in packs or command groups of common Ghouls. The stench of death and decay that surrounds these creatures is overwhelming.

Ghost

Size/Type Medium undead, any trait
Ability Str -2 Dex 1 Con 0 Int 0 Wis 1 Cha 3
Hit Points 87, Defense: 18, Initiative: +1
Movement 0 m, fly 12 m, Float
S. Throws Fortitude +4, Reflex +5, Will +5
Damage Res. Acid, Electricity, Fire, Sound, Poison; from non-magical weapons
Immunities charmed, grappled, restrained, paralyzed, petrified, prone, fatigued, frightened, bleeding
Senses Darkvision 18 m
Languages any language known in life, Expiran
Challenge 4 (1100 XP)

Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its round inside an object.

Undead Nature. The ghost doesn’ **t need air, food, drink, or sleep.

Ethereal Sight. The ghost can see 18 meters into the Ethereal Plane when it is on the Material Plane, and vice versa.

*ActionsWithering Touch.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 17 (4d6 + 3) Void damage. The target must make a Fortitude Saving Throw at DC 15 or become Fatigued.

Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Ethereal Plane, and vice versa, but it can’ **t affect anything on the other plane.

Possession (Recharge 6). One humanoid, within 1 meter and visible to the ghost, must succeed on a Will Saving Throw DC 15 or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’ **t deprive the target of awareness. The ghost can’ **t be targeted by attacks, spells, or other effects, except those that turn undead, and it retains its Traits, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’ **s statistics, but doesn’ **t gain access to the target’ **s knowledge or proficiencies.

The possession lasts until the body drops to 0 Hit Points, the ghost ends it as an Immediate Action, or the ghost is turned or forced out by an effect like the Dispel Good and Evil spell. When the possession ends, the ghost reappears in an unoccupied space within 1 meter of the body. The target is immune to this ghost’ **s Possession for 24 hours after succeeding on the Saving Throw or after the possession ends.

Horrifying Visage. Each non-undead creature within 18 meters of the ghost that can see it must succeed on a Will Saving Throw DC 15 or be frightened for 1 minute. If the Saving Throw fails by 5 or more, the target also ages by 1d4 x 10 years. A frightened target can repeat the Saving Throw at the end of each of its rounds, ending the effect on itself on a success. If a target’ **s Saving Throw is successful and the effect ends for it, the target is immune to the ghost’ **s Horrifying Visage for the next 24 hours. Through the Greater Restoration spell, 1 year of aging can be recovered, but only if cast within 24 hours of the aging effect.

Ecology

Environment: any

Organization: solitary | Treasure Category: None | | — | | Description |

When a soul is denied rest due to some grave injustice, real or perceived, it sometimes returns as a ghost. These beings are eternally distressed, without substance and unable to set things right. Although ghosts can have any Trait, many cling to the world of the living with a strong sense of hatred and anger, and as a result become evil; even a good creature after death can become a hateful and cruel ghost.

More than other monsters, a ghost must have a well-defined background. Why did this character become a ghost? What legends surround it? An encounter with a ghost should never happen accidentally: there are many other incorporeal undead, such as Wraiths and Spectres, for that. An appropriate encounter with a ghost should take place in a scene at the culmination of a long period of tension built up with minor servants or manifestations of undead spirits. The example ghost above represents a human princess murdered by an unfaithful lover; after a confrontation, he bound her with chains and threw her into the castle well, where she drowned. The ghost’ **s abilities have been selected based on the background, showing how a powerful antagonist can be created. By applying the archetype to creatures with levels and therefore their own Feats or with significant racial abilities, much more powerful ghosts can be created.

When a ghost is created, it gains copies of the objects it particularly valued in life (provided the originals are not in the possession of other creatures). The equipment works normally for the ghost but passes through material objects or creatures. A +1 weapon or one with a higher enhancement, however, can damage material creatures. A ghost can use shields and armor only if they have the Ghost Touch capability.

The original objects are left behind, just like the ghost’ **s physical remains. If another creature wields the original, the incorporeal copy vanishes. This loss inevitably enrages the ghost, who will stop at nothing to return the object to where it originally lay (and regain its use).

Ghoul

Size/Type Medium undead, evil
Ability Str 1 Dex 2 Con 0 Int -2 Wis 0 Cha -2
Hit Points 33, Defense: 15, Initiative: +2
Movement 9 m
S. Throws Fortitude +3, Reflex +3, Will +3
Dam. Imm. Poison
Immunities charmed, fatigued
Senses Darkvision 18 m
Languages Common
Challenge 1 (200 XP)

*ActionsClaws.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 7 (2d4 + 2) slashing damage, 1 Bleeding damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Fortitude Saving Throw or be paralyzed for 1 minute. The target can repeat the Saving Throw at the end of each of its rounds, ending the effect if it succeeds the Saving Throw.

Bite. Melee Weapon Attack: +4 to hit, reach 1 m, one creature.

Hit: 9 (2d6 + 2) piercing damage.

Ecology

Environment: Any terrain

Organization: Solitary, group (2-4) or pack (7-12) | Treasure Category: K | | — | | Description |

Ghouls are undead that haunt graveyards and eat corpses. Legends claim that the first ghouls were cannibalistic humans brought back from death by an unnatural hunger, or humans who in life fed on the rotting remains of their kin and died (and then were reborn) from a terrible disease; the true origin of these necrophagous undead is uncertain.

Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their preferred food. Although they prefer putrefying bodies and often bury their victims to improve their flavor, they eat fresh corpses if they are hungry enough.

Although many surface ghouls live primitively, rumors speak of ghoul cities deep underground ruled by priests worshiping ancient cruel deities or strange demon lords of hunger. These civilized ghouls are no less horrible in their eating habits, and indeed their concept of a well-set table for feasts is perhaps even more ghastly than the idea of a fresh meal pulled from a coffin.

Ghoul, Black

Size/Type Medium undead, evil
Ability Str 4 Dex 2 Con 2 Int 0 Wis 1 Cha -2
Hit Points 125, Defense: 22, Initiative: +2
Movement 12 m
S. Throws Fortitude +8, Reflex +8, Will +7
Dam. Imm. Poison, from Void, from critical, bleeding,
Immunities charmed, fatigued,
Damage Res. non-magical weapons or silver
Senses Darkvision 18 m
Languages Common, Expiran
Challenge 6 (2300 XP)

Nefarious Aura: The Black Ghoul constantly emits an aura around itself that weakens the defenses of anyone except other ghouls. Every two rounds spent in the 12-meter radius aura around the Black Ghoul accumulates a -1 penalty to all Saving Throws; when moving away from the Black Ghoul, you recover 1 point per round.

*ActionsClaws.** Melee Weapon Attack*: +8 to hit, reach 1 m, one target.

Hit: 15 (2d10 + 4) slashing damage, 2 Bleeding damage. If the target is a creature other than an elf or undead, it must succeed on a DC 17 Fortitude Saving Throw or be paralyzed for 1 minute. The target can repeat the Saving Throw at the end of each of its rounds, ending the effect if it succeeds the Saving Throw.

Bite. Melee Weapon Attack: +9 to hit, reach 1 m, one creature.

Hit: 18 (3d8 + 6) piercing damage, 1, Bleeding damage, Ghoul Disease

Reaction: Opportunity Attack: The Black Ghoul makes an attack against a creature that moves through or out of its 1-meter reach.

Ghoul Disease: 3 days, Fortitude ST DC 18, 6 hours, 3 successes, -1 Constitution, you transform into a Ghoul

Ecology

Environment: Any terrain

Organization: Group (4-8) or pack (14-24) | Treasure Category: B | | — | | Description |

The Black Ghoul represents one of the elite evolutionary forms of Ghouls. Typically in charge of a group of at least one putrid ghoul of about 18 ghouls.

Ghoul, Mother

Size/Type Medium undead, evil
Ability Str 0 Dex 3 Con 2 Int 2 Wis 1 Cha 2
Hit Points 107, Defense: 21, Initiative: +3
Movement 9 m
S. Throws Fortitude +7, Reflex +8, Will +6
Dam. Imm. Poison, Void, from critical, bleeding
Immunities charmed, fatigued
Damage Res. non-magical weapons
Senses Darkvision 18 m
Languages Common, Expiran
Challenge 5 (1800 XP)

*ActionsClaws.** Melee Weapon Attack*: +6 to hit, reach 1 m, one target.

Hit: 12 (2d6 + 6) slashing damage, 2 Bleeding damage. If the target is a creature other than an undead, it must succeed on a DC 17 Fortitude Saving Throw or be paralyzed for 1 minute. The target can repeat the Saving Throw at the end of each of its rounds, ending the effect if it succeeds the Saving Throw. If the creature fails the Saving Throw, then it is victim of the Ghoul curse. Within 1d3+1 days it will transform into a Ghoul. A Remove Curse DC 19 is necessary within the transformation to avoid the transformation.

Bite. Melee Weapon Attack: +6 to hit, reach 1 m, one creature.

Hit: 8 (2d6 + 2) piercing damage.

Ecology

Environment: Any terrain

Organization: Clan (7-12+) | Treasure Category: I | | — | | Description |

The Mother Ghoul is usually the head of a clan of ghouls that can reach even several dozen members. Respected and feared, she is usually among the most intelligent evolved ghouls and highly appreciated for her ability to transform the living into ghouls. Their tactic involves wounding rather than killing several people so that when they return home and then transform, they can attack and kill the entire village.

Ghoul, Putrid

Size/Type Large undead, evil
Ability Str 1 Dex 2 Con 3 Int -1 Wis 0 Cha -2
Hit Points 89, Defense: 19, Initiative: +2
Movement 6 m
S. Throws Fortitude +7, Reflex +6, Will +4
Dam. Imm. Poison, bleeding, from critical, from Void
Immunities charmed, fatigued
Damage Res. non-magical weapons or silver
Senses Darkvision 36m
Languages Common, Expiran
Challenge 4 (1100 XP)

Regeneration. The Putrid Ghoul regenerates 5 Hit Points per round except when in full sunlight or has taken Light damage in the previous round. If the Putrid Ghoul is in a cemetery, it recovers 10 Hit Points per round.

*ActionsClaws.** Melee Weapon Attack*: +6 to hit, reach 2 m, one target.

Hit: 12 (2d10 + 2) slashing damage, 1 Bleeding damage. If the target is a creature other than an undead, it must succeed on a DC 15 Fortitude Saving Throw or be paralyzed for 1 minute.

Bite. Melee Weapon Attack: +6 to hit, reach 1 m, one creature.

Hit: 10 (2d8 + 2) piercing damage.

Reaction: Opportunity Attack: The Putrid Ghoul makes an attack against a creature that moves through or out of its 1-meter reach.

Aura of Suffering.: The Putrid Ghoul emits an aura of 6 meters around him, every ghoul attack that hits automatically causes critical damage. Activating this aura costs 2 Actions and lasts until the beginning of the next round.

Ecology

Environment: Any terrain

Organization: Group (4-8) or pack (10-18) | Treasure Category: None | | — | | Description |

Putrid Ghouls are one of the many evolutions of Ghouls. Continuous contact with negative energy and feeding on corpses of all kinds for centuries have made it larger, stronger and capable of inflicting and causing the most dangerous wounds.

Gibbering Mouther

Size/Type Medium aberration, neutral
Ability Str 0 Dex -1 Con 3 Int -4 Wis 0 Cha -2
Hit Points 52, Defense: 13, Initiative: -1
Movement 3 m, swim 3 m
S. Throws Fortitude +5, Reflex +3, Will +3
Immunities prone
Senses Darkvision 18 m
Challenge 2 (450 XP)

Gibbering. As long as the mouther can see a creature and is not incapacitated, it babbles incoherent phrases. Each creature that starts its round within 6 meters of the mouther and can hear its gibbering must make a Will Saving Throw DC 12. On a failure, the creature can’ **t take reactions until the start of its next round and rolls a d8 to determine what it will do during its round. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no Action or Reaction and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach, or does nothing if it is unable to make such an attack.

Aberrant Ground. The ground in a 3-meter radius around the mouther is considered difficult terrain. Each creature that starts its round in that area must succeed on a Fortitude Saving Throw DC 11 or have its movement reduced to 0 until the start of its next round.

ActionsMultiattack. The gibbering mouther makes one bite attack and, if it can, one Blinding Spittle attack.

Bite. Melee Weapon Attack: +4 to hit, reach 1 m, one creature.

Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a Fortitude Saving Throw DC 11 or be knocked prone. If the target is killed by this damage, it is absorbed by the mouther.

Blinding Spittle (Recharge 5-6). The mouther spits a chemical glob at a visible point within 5 meters of it. The glob explodes on impact in a blinding flash of light. Each creature within 1 meter of the flash must succeed on a Reflex Saving Throw DC 13 or be blinded until the end of the mouther’ **s next round.

Reaction: Opportunistic Spittle when hit with critical damage, the mouther spits an acid glob at the creature that wounded it, causing 2d6 acid damage.

| Ecology | | — | Environment: Any Underground

Organization: Solitary | Treasure Category: incidental (O) | | Description |

Disgusting, nauseating, and hungry: these are the only words that appropriately describe the gibbering mouther. Repulsive beasts that hide in caves, sewers, and nightmares, mouthers have no other social, ecological, or religious purpose beyond their ability to drive those who listen to them mad. Some scholars believe that gibbering mouthers are a smaller variant of the much more dangerous shoggoth, while others theorize that it is a punishment of Orudjs inflicted on those who have offended her.

Glabrezu

Size/Type Large demon, evil
Ability Str 5 Dex 2 Con 5 Int 4 Wis 3 Cha 3
Hit Points 186, Defense: 26, Initiative: +4
Movement 12 m
S. Throws Fortitude +14, Reflex +11, Will +12
Damage Resistance Cold, Lightning, Fire; from non-magical weapons
Damage Immunity Poison
Vulnerability cold iron, Light
Senses truesight 36 m
Languages Abyssal, telepathy 36 m
Challenge 9 (5000 XP)

Innate Spellcasting. The demon’ **s spellcasting ability is Intelligence. The demon can cast these spells innately, without requiring material components:

At will: Dispel Magic, Detect Magic, Darkness

1/day each: Confusion, Power Word Stun, Fly

Magic Resistance. The demon has +1d6 to Saving Throws against spells and other magical effects.

ActionsMultiattack. The demon makes four attacks: two with its pincers and two with its fists. Alternatively, it can make two attacks with its pincers and cast a spell.

Pincer. Melee weapon attack: +9 to hit, reach 3 m, one target.

Hits: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (DC 15 to escape). The glabrezu has two pincers, each of which can grapple one target.

Fist. Melee weapon attack: +9 to hit, reach 1 m, one target.

Hits: 7 (2d4 + 2) bludgeoning damage.

Reaction: Opportunity Attack: the demon makes an attack against a creature that moves through or out of its 3-meter reach.

Enraged: the glabrezu creates a duplicate of itself from the shadow plane. This duplicate has the same characteristics as the glabrezu but does not attack. When attacking the glabrezu, there is a 50\% chance of attacking the shadow duplicate.

| Ecology | | — | Environment: Any (Abyss)

Organization: Solitary or troop (1 glabrezu, 1 Succubus and 2-5 Vrock)

Treasure Category: U

Description

While the Succubus is a demon that lures its prey by exploiting its desires and carnal needs, the glabrezu is a tempter of another kind. Fierce and bestial in form, the glabrezu is actually a master of deception and lies. With its ability to hide its true form behind pleasing illusions, it uses its magic to fulfill the wishes of mortal humanoids as a form of reward for those who succumb to its tricks and deceptions. A wish fulfilled by a glabrezu satisfies the need of whoever expresses it in the most ruinous way possible, although these consequences may not immediately reveal themselves as such. A smith who struggles to establish himself might wish for fame and skill in his chosen profession, only to discover that his best patron is a cruel and sadistic murderer who uses weapons to promote his own destructive desires. A lonely man who expresses the wish to have a companion might see his wish come true with an old flame returned to life in the form of a vampire, and other examples of this type. The glabrezu is highly creative in fulfilling a mortal’ **s wishes.

A glabrezu is 5.3 meters tall and weighs just over 3000 kg. These wicked demons originate from the souls of traitors, false witnesses, and subversives: souls of mortals who, in life, swore falsely or used betrayal and deception to ruin others’ ** lives.

Globule

Size/Type Small aberration, evil
Ability Str -2 Dex 2 Con 0 Int 3 Wis 1 Cha 3
Hit Points 33, Defense: 15, Initiative: +3
Movement fly 18 m
S. Throws Fortitude +3, Reflex +3, Will +3
Dam. Imm. from Void, Cold, Poison
Immunities prone
Senses Darkvision 36m
Languages understands Common but doesn’ **t speak it
Challenge 1 (200 XP)

Bird Hatred the Globule has +1d6 to Attack Rolls against birds. It attacks birds and flying creatures first

Unusual Nature the Globule doesn’ **t breathe

Water Hatred the Globule hates getting wet and every 5 liters of water sprayed on it deals 1d4 damage

ActionsTentacle. Melee Attack, +5 to hit, reach 3 meters, one target

Hit 5 (1d6+2) Void damage. The target must make a Fortitude Saving Throw at DC 11 or increase its Fatigue level by 1.

Glow once per day the Globule becomes extremely bright, creatures within a 6 meter radius around it must make a Fortitude Saving Throw at DC 13 or become blinded for 3 rounds.

Ecology

Environment: Any, desert, nocturnal

Organization: Solitary, groups 2d4 | Treasure Category: None | | — | | Description |

Globules are magical aberrations coming from some portal opened to the Beyond. Creatures of cold and void, they look like small stars that only yearn to suck the life out of creatures they encounter. Intelligent and clever, they prefer to attack while staying airborne and wearing down the opponent until they are mortally fatigued. Once killed, all that remains of a Globule is a small star-shaped creature with a large central eye, completely white.

Gnoll

Size/Type Medium humanoid (gnoll), evil
Ability Str 2 Dex 1 Con 0 Int -2 Wis 0 Cha -2
Hit Points 24, Defense: 13, Initiative: +1
Movement 9 m
S. Throws Fortitude +3, Reflex +3, Will +3
Senses Darkvision 18 m
Languages Gnoll
Challenge 1/2 (100 XP)

Rampage. When the gnoll reduces a creature to 0 Hit Points with a melee attack during its own round, it can use a Reaction to move up to half its movement and make a bite attack.

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 1 m, one creature.

Hit: 4 (1d4 + 2) piercing damage, Gnoll Rage Disease

Gnoll Rage: 1 day, Fortitude ST DC 13, 12 hours, 1 success, -2 Wisdom

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 1 m or range 6 m, one target.

Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +4 to hit, range 45m, one target.

Hit: 5 (1d8 + 1) piercing damage.

Mocking laughter. The gnoll laughs raucously at an opponent. The target creature must make a DC 13 Will Saving Throw or be intimidated and have -1 to Attack Rolls until the end of the gnoll’ **s next round

| Ecology | | — | Environment: Warm plains, deserts

Organization: Solitary, pair, hunting party (2-5 and 1-2 Hyenas), band (10-100 adults plus 50\% noncombatant young, 1 sergeant of 3rd level per 20 adults, 1 leader of 4th-6th level and 5-8 Hyenas) or tribe (20-200 plus 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 7-12 Hyenas and 4-7 hyaenodons) | Treasure Category: NPC equipment (Leather Armor, Heavy Wooden Shield, Spear, K) | | Description |

Gnolls are large, stocky humanoids that resemble hyenas not only in appearance but also in behavior. They often keep hyenas as companion animals and reflect many of their behaviors. Though skilled hunters, they prefer to steal or scavenge carcasses rather than hunt prey.

This laziness leads them to procure slaves of every species to dig dens, gather supplies and water, and even hunt for them. Non-gnoll or hyena creatures become meals or slaves, depending on the tribe’ **s temperament. Even fallen companions can become food, unless they are honored with a brief prayer or cooked whole if died from disease.

More civilized gnolls don’ **t eat prisoners but keep them as slaves to defend or improve the den or trade them with other tribes. Gnolls appreciate combat only when they are in superior numbers. They avoid combat unless it’ **s to obtain a carcass or ambush for a hearty meal, preferring to flee when victory seems unreachable.

During combat, gnolls use pack tactics and individual strategies. If confident of winning, they attack the weakest opponent rather than help companions. If in trouble, they band together against a powerful opponent to force its allies to flee.

Gnoll leaders have ranger skills, and some are devoted to voracious Patrons. They rarely master magic effectively.

Goblin

Size/Type Small humanoid (goblinoid), evil
Ability Str 0 Dex 0 Con 1 Int -1 Wis -2 Cha -1
Hit Points 19, Defense: 12, Initiative: +0
Movement 9 m
S. Throws Fortitude +3, Reflex +3, Will +3
Senses Darkvision 18 m
Languages Common, Goblin
Challenge 1/4 (50 XP)

*ActionsShort Sword.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 4 (1d6 + 1) slashing damage

Short Bow. Ranged Weapon Attack: +3 to hit, range 15m, one target.

Hit: 3 (1d6) piercing damage.

| Ecology | | — | Environment: Any Temperate

Organization: Group (4-9), war band (10-24) or tribe (50+ plus 50\% noncombatants | Treasure Category: K | | Description |

Goblins are wild, unpredictable, and noisy. Goblins prefer to live in caves, dense forests, and when available in abandoned ancient structures. Goblins don’ **t like to build as much as they like to destroy and then complain that there is nothing useful.

Goblins are very superstitious and view magic with a mixture of awe and fear. Everything they don’ **t understand is magic to them, which leads them to be extremely suspicious of everything and to destroy everything, since what they don’ **t understand must be destroyed.

Goblins are voracious and can eat enormous amounts of food. A goblin won’ **t refuse to eat anything except perhaps salad..

Gold Dragon Wyrmling

Size/Type Medium dragon, good
Ability Str 4 Dex 2 Con 3 Int 2 Wis 0 Cha 3
Hit Points 70, Defense: 18, Initiative: +2
Movement 9 m, swim 9 m, fly 18 m
S. Throws Fortitude +6, Reflex +5, Will +3
Skills Stealth +4, Awareness +4
Dmg. Imm. Fire
Senses Darkvision 18 m, Blindsight 3 m
Languages Draconic
Challenge 3 (700 XP)

Amphibious. The dragon can breathe air and water.

*ActionsBite.** Melee Weapon Attack*: +6 to hit, reach 1 m, one target.

Hit: 9 (1d10 + 4) piercing damage.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Fire Breath. The dragon exhales fire in a 5-meter cone. Each creature in that area must make a DC 15 Reflex Saving Throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 5-meter cone. Each creature in that area must succeed on a DC 15 Fortitude Saving Throw or have -1d6 on Strength-based attack rolls, Strength checks, and Fortitude Saving Throws for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success.

| Ecology | | — | Environment: Warm Plains

Organization: Solitary | Treasure Category: C | | Description |

Gold dragons are the epitome of virtue. Other dragons of Ljust revere them as agents of divine powers and exemplary members of the draconic race, and often seek them for advice or aid.

Gorgon

Size/Type Large monstrosity, unaligned
Ability Str 5 Dex 0 Con 4 Int -4 Wis 1 Cha -2
Hit Points 109, Defense: 18, Initiative: +0
Movement 12 m
S. Throws Fortitude +9, Reflex +5, Will +6
Skills Awareness +4
Immunities Petrified
Senses Darkvision 18 m
Challenge 5 (1800 XP)

Trampling Charge. The gorgon charges a target. 2 Actions. If the target, within 18 meters, is hit by a Gore attack, it must also succeed on a Fortitude Saving Throw DC 18 or be knocked prone. If the target falls prone, the gorgon can make a hooves attack against it as an Immediate Action.

*ActionsGore.** Melee Weapon Attack*: +6 to hit, reach 1 m, one target.

Hit: 18 (2d12 + 5) piercing damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 16 (2d10 + 5) bludgeoning damage.

Petrifying Breath (Recharge 4-6). The gorgon exhales petrifying gas in a 9-meter cone. Each creature in that area must succeed on a Fortitude Saving Throw DC 16. On a failed save, the creature is Slowed 1/1 minute. If subsequent breaths cause the target to have no more Actions, then it becomes petrified until freed by the Stone to Flesh spell.

Enraged: the Gorgon concentrates a powerful petrifying breath. Costs 2 actions. A creature within melee distance must make a Fortitude Saving Throw at DC 16 or be turned to stone for 24 hours.

| Ecology | | — | Environment: Temperate Plains, Rocky Hills, and Underground

Organization: Solitary, pair, pack (3-4) or herd (5-12) | Treasure Category: None | | Description |

Gorgons are magical and irascible creatures: although at first glance they may appear to be constructs, under the artificial-looking metal plates they are made of flesh and bone. Like aggressive bulls, they challenge any unknown creature they encounter, often running over their opponent’ **s corpse or shattering their petrified remains until the creature is no longer recognizable. Females are as dangerous as males, and the two sexes have identical appearance. A typical gorgon is 1.8 meters tall and 2.3 meters long. It weighs about 2000 kg.

Gorgons derive their nourishment by consuming minerals, particularly the stone of their petrified victims, and any statue they create is completely devoured. They cannot digest metal or gems, so their excrement (which resembles acrid-smelling gray powder) often contains small raw crystals and gold nuggets. Their aggression toward all other creatures means that few, if any, predators and prey exist in their pastures. Each herd is led by a dominant bull; solitary gorgons are generally adolescent bulls driven away from the herd by the dominant bull.

Their meat is tough and muscular (once the armor is removed), and for those who taste it, it is quite nutritious. Many stone giant tribes believe that eating gorgon meat increases their natural armor. Powdered gorgon horn is worth 250 gp as an alternative material component for magic items and spells that act on Strength or Stone.

Gray Ooze

Size/Type Medium ooze, unaligned
Ability Str 1 Dex -2 Con 3 Int -5 Wis -2 Cha -4
Hit Points 24, Defense: 10, Initiative: -2
Movement 10 ft, climb 10 ft
S. Throws Fortitude +3, Reflex +3, Will +3
Damage Res. Acid, Cold, Fire
Condition Imm. blinded, charmed, deafened, prone, exhausted, frightened
Senses Blindsight 60 ft (blind beyond this radius)
Challenge 1/2 (100 XP)

Amorphous. The ooze can move through a space up to 1 inch wide without squeezing.

Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.

The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

False Appearance. While the ooze remains motionless, it is indistinguishable from an oil puddle or wet stone.

Ooze Nature. The ooze doesn’ **t need to sleep.

*ActionsPseudopod.** Melee Weapon Attack*: +4 to hit, reach 5 ft, one target.

Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage. If the target is wearing metal armor, it is partially dissolved and takes a permanent and cumulative -1 penalty to the Defense it offers. The armor is destroyed if the penalty reduces its Defense to 0.

| Ecology | | — | Environment: Cold swamps and underground

Organization: Solitary | Treasure Category: None | | Description |

Crawling through cold swamps and misty wetlands or, sometimes, in underground passages and caverns, gray oozes consume any organic material they encounter. Although lacking intelligence, the gray ooze presents numerous problems due to its transparency. Even though it cannot easily climb walls or swim, its habit of hiding in mud often along marshy shores or remaining motionless in innocent-looking puddles on the gray floor of a dungeon, makes it very difficult to notice and avoid.

Some sages believe that gray oozes are the result of a failed alchemical experiment, while others theorize that the first gray oozes spontaneously arose from a well of magical debris. Naturally, these theories that do not consider them living organisms, but rather the result of an unfortunate mixture of caustic fluids and magical residues, are ridiculed by those who live in areas infested by these creatures, which have no history of magical pollution.

Green Dragon Wyrmling

Size/Type Medium dragon, evil
Ability Str 2 Dex 1 Con 1 Int 2 Wis 0 Cha 1
Hit Points 51, Defense: 15, Initiative: +2
Movement 9 m, swim 9 m, fly 18 m
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Stealth +3, Awareness +4
Dam. Imm. Poison
Senses Darkvision 18 m, Blindsight 3 m
Languages Draconic
Challenge 2 (450 XP)

Amphibious. The dragon can breathe air and water.

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 5-meter cone. Each creature in that area must make a DC 13 Fortitude Saving Throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

| Ecology | | — | Environment: Temperate Forests

Organization: Solitary | Treasure Category: C | | Description |

See Ancient Green Dragon Description.

Green Hag

Size/Type Medium fey, evil
Ability Str 4 Dex 1 Con 3 Int 1 Wis 2 Cha 2
Hit Points 70, Defense: 17, Initiative: +1
Movement 30 ft
S. Throws Fortitude +6, Reflex +4, Will +5
Skills Arcana +3, Stealth +3, Deception +4
Senses Darkvision 60 ft
Languages Common, Draconic, Sylvan
Challenge 3 (700 XP)

Amphibious. The hag can breathe air and water.

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Perception check DC 14.

Innate Spellcasting. The hag’ **s innate spellcasting ability is Charisma (DC 13 for spell Saving Throws). The hag can innately cast the following spells without requiring material components:

At will: Minor Illusion, Dancing Lights, Vicious Mockery

*ActionsClaws.** Melee Weapon Attack*: +6 to hit, reach 5 ft, one target.

Hit: 13 (2d8 + 4) slashing damage, 1 Bleeding damage.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of roughly the same size and humanoid shape. The illusion ends if the hag takes a Reaction to end it or if she dies.

The changes created by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough hide. Otherwise, a creature must take an Action to visually inspect the illusion and succeed on a Perception check DC 20 to discern that the hag is disguised.

Invisible Passage. The hag can turn invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical trace of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

Ecology

Environment: Temperate swamps

Organization: Solitary or coven (3 hags of any type) | Treasure Category: R (C) | | — | | Description |

Terrifying wrinkled crones who haunt repugnant swamps and tangled forests, green hags harbor intense hatred for everything beautiful and pure. Using their various illusory capabilities, these hags delight in killing innocents, upsetting noble minds, and demoralizing pure hearts. They love using Disguise Self to take the forms of young and attractive girls to seduce and tear young men from their loved ones and relatives, and to corrupt noble and honest citizens with all sorts of depravity and scandal. Some green hags prefer to reveal their true nature to their loved ones in a carefully architected moment to drive the man mad with horror and shame. Others prolong their courtship and do everything to completely ruin the lives of the men they seduce before showing them the truth. Finally, the luckiest of these unfortunate men end up being devoured by their green hag lover: for the unlucky ones, the final fate can be much worse, as the cruel imagination of the green hag is immense. A typical green hag stands between 5 and 6 feet tall and weighs just under 175 pounds.

Grick

Size/Type Medium monstrosity, neutral
Ability Str 2 Dex 2 Con 0 Int -4 Wis 2 Cha -3
Hit Points 51, Defense: 16, Initiative: +2
Movement 9 m, climb 9 m
S. Throws Fortitude +3, Reflex +4, Will +4
Senses Darkvision 18 m
Challenge 2 (450 XP)

Stone Camouflage. The grick has +1d6 on Stealth (Hiding) checks made to hide in rocky terrain.

ActionsMultiattack. The grick makes one attack with its tentacles. If the attack hits, the grick can make a beak attack against the same target.

Tentacles. Melee Weapon Attack: +4 to hit, reach 1 m, one target.

Hit: 9 (2d6 + 2) slashing damage.

Beak. Melee Weapon Attack: +4 to hit, reach 1 m, one target.

Hit: 5 (1d6 + 2) piercing damage.

| Ecology: | | — | Environment: Any Underground

Organization: Solitary or cluster (2-5) | Treasure Category: Incidental | | Description |

The grick, a worm-like creature, is the terror of the caves and tunnels in which it resides. Lurking near trafficked tunnels or underground cities, it springs out of the darkness to capture its prey. It usually does not consume prey on the spot but carries them to its lair, a narrow tunnel or a ledge in a cave, where it can eat them peacefully.

The origins of the grick are unknown. Although it possesses rudimentary intelligence, it does not have a real society and is usually encountered alone. In the rare cases where more gricks are present, they do not seem to cooperate with each other: each attacks an individual target and retreats with the loot once the opponent is knocked down.

Gricks are capable predators with weapon-resistant skin, making them particularly dangerous. Many inexperienced adventurers have perished under their attack because they could not damage them with non-magical weapons. Those who know gricks (especially Dwarves, Morlocks, and Troglodytes) know that the best strategy is to retreat and wait for more powerful or magical reinforcements.

Gricks camouflage themselves thanks to their dark color and their ability to climb walls, remaining hidden until the moment of attack. When food is scarce, they may head to the surface in search of prey, but they prefer darkness and the safety of a roof over their heads, avoiding the open sky and seeking shelter under trees, low clouds, or buildings.

Griffin

Size/Type Large monstrosity, unaligned
Ability Str 4 Dex 2 Con 3 Int -3 Wis 1 Cha 0
Hit Points 52, Defense: 16, Initiative: +2
Movement 9 m, fly 24 m
S. Throws Fortitude +5, Reflex +4, Will +3
Skills Awareness +5
Senses Darkvision 18 m
Challenge 2 (450 XP)

Keen Sight. The griffin has +1d6 on Awareness checks based on sight.

ActionsMultiattack. The griffin makes two attacks: one with its beak and one with its talons.

Talons. Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 11 (2d6 + 4) slashing damage, 1 Bleeding damage.

Beak. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 8 (1d8 + 4) piercing damage.

Reaction: Opportunity Attack: the griffin attacks if it is flying and a creature exits or moves through its 3 m reach.

| Ecology | | — | Environment: Temperate Hills

Organization: Solitary, pair, or pack (6-10) | Treasure Category: Incidental | | Description |

Griffins are powerful aerial predators that swoop down from their nests to grab prey with beak and talons. Aggressive and territorial, they are astute fighters and loyal to those who earn their respect, protecting them to the death. They weigh over 250 kg and are 2.3 meters long, with an imposing profile often used in heraldry as a symbol of power, authority, and justice. Despite this, they are more interested in hunting and defending themselves.

Although they can be trained as mounts, griffins do not have an innate affinity with humanoids and often come into conflict with civilized races to procure Saurovall meat. Citizens may marvel at the sight of a trained griffin with a wingspan of 7 meters, but farmers are well aware of the danger they represent.

Griffins mate for life and seek revenge for years if a mate or child is killed. This loyalty makes them ideal mounts and treasure guardians, despite the danger inherent in trading captured griffins and stolen eggs. The eggs are worth up to 2000 gp each and young live ones up to 3000. However, buying or forcibly taming these creatures is considered slavery by good deities. Earning their spontaneous loyalty is a difficult but safer task.

Before a griffin can be ridden in combat, the creature must practice carrying the weight of its rider. A griffin must have a friendly attitude toward the trainer (with an Handle animals, Diplomacy, or Intimidate check), and 6 weeks of practice with a successful Handle animals check with DC 20 are needed to get it used to the load. Trained griffins can know all tricks and learn new commands.

Griffins can carry up to 25 Encuber as a light load, 50 as a medium load, and 70 kg as a heavy load. An exotic saddle is needed to ride them.

Grimlock

Size/Type Medium humanoid (grimlock), evil
Ability Str 3 Dex 1 Con 1 Int -1 Wis -1 Cha -2
Hit Points 19, Defense: 13, Initiative: +1
Movement 9 m
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Athletics +5, Stealth +3, Awareness +3
Immunities blinded
Senses Blindsight 9 m or 3 m if deafened (blind beyond this radius)
Languages Undercommon
Challenge 1/4 (50 XP)

Stone Camouflage. The grimlock has +1d6 on Stealth (Hiding) checks made to hide on rocky terrain.

Blind Senses. The grimlock can’ **t use its blindsight while deafened and can’ **t smell.

Keen Hearing and Smell. The grimlock has +1d6 on Awareness checks based on hearing or smell.

*ActionsSpiked Bone Club.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 45m, one target.

Hit: 5 (1d8 + 1) piercing damage.

Ecology
Grimlocks inhabit the abandoned settlements of other Races and are often found as slaves of other more organized creatures, such as dwarves and Elves. It is believed that they are an even more degenerate offshoot of the Morlocks, who travel from Sekamina to hunt Grimlocks for food and consider their flesh a delicacy.
Description

Grimlocks are blind and savage human-like creatures that inhabit the realm of the dark depths, where they organize into small tribal groups.

Guardian Naga

Size/Type Large monstrosity, good
Ability Str 4 Dex 4 Con 3 Int 3 Wis 4 Cha 4
Hit Points 201, Defense: 29, Initiative: +4
Movement 40 ft
S. Throws Fortitude +13, Reflex +14, Will +14
Dam. Imm. Poison
Condition Imm. charmed
Senses Darkvision 60 ft
Languages Celestial, Common
Challenge 10 (5900 XP)

Spellcasting. The naga has MC 11. Its spellcasting ability is Wisdom (+8 to hit with spell attacks), and it requires only verbal components to cast its spells. The naga has the following spells prepared:

Cantrips (at will): Sacred Flame, Mending, Thaumaturgy

1st level (4 slots): Command, Cure Wounds

2nd level (3 slots): Hold Person, Calm Emotions

3rd level (3 slots): Clairvoyance, Bestow Curse

4th level (3 slots): Banishment, Freedom of Movement

5th level (2 slots): Flame Strike, Geas

6th level (1 slot): True Seeing

Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a Wish spell can prevent this trait from functioning.

*ActionsBite.** Melee Weapon Attack*: +11 to hit, reach 10 ft, one creature.

Hit: 8 (1d8 + 4) piercing damage, and the target must make a Fortitude Saving Throw DC 23, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Spit Poison. Ranged Weapon Attack: +11 to hit, range 15ft, one creature.

Hit: The target must make a Fortitude Saving Throw DC 23, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Reaction: Opportunity Attack: the naga makes a spitting attack against a creature that moves through or leaves its 10-foot reach.

| Ecology | | — | Environment: Temperate Plains

Organization: Solitary, pair, or nest (3-6) | Treasure Category: R | | Description |

Although they have a fierce appearance, with bright scales, cobra-like hoods, and powerful serpentine bodies, guardian nagas serve as conscientious protectors of places of exceptional power and sacredness. Often their scales display elaborate patterns similar to those of exotic jungle snakes. A typical guardian naga reaches a length of 14 feet and weighs approximately 375 pounds.

While some guardian nagas adhere to exotic practices of ancient or forgotten deities, others are simply attracted to sites of striking natural beauty, such as temples on imposing waterfalls, natural pinnacles, and mountain peaks, guarding them with the utmost reverence and sense of duty. Often these nagas join active faiths, serving as protectors of shrines or ancient treasures. A pair of nagas may settle near a site they deem worthy of protection, hatching a brood there and raising their offspring. When the young reach adulthood, they may choose to leave to seek their own home or remain to protect the area watched over by their parents. Sometimes, a guardian naga that guards ruins or a temple is just the latest in a succession of sentinels that have taken turns over the centuries. These sentinels often take the same name as their predecessors, appearing to be a single, exceptionally long-lived individual.

Gynosphinx

Size/Type Large monstrosity, lawful
Ability Str 4 Dex 2 Con 3 Int 4 Wis 4 Cha 4
Hit Points 219, Defense: 28, Initiative: +4
Movement 40 ft, fly 60 ft
S. Throws Fortitude +14, Reflex +13, Will +15
Skills Arcana +14, Religion +9, History +14
Dmg. Res. from non-magical weapons
Immunities charmed, frightened
Senses truesight 120 ft
Languages Common, Sphinx
Challenge 11 (7200 XP)

Magic Weapons. The sphinx’ **s weapon attacks are magical.

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks to discern the sphinx’ **s intentions or sincerity have -1d6.

Spellcasting. The sphinx has CM 9. Its spellcasting ability is Intelligence (spell save DC 24. It doesn’ **t require material components to cast its spells. The sphinx has the following spells prepared: Cantrips (at will): Minor Illusion, Mage Hand, Prestidigitation

1st level (4 slots): Identify, Detect Magic, Shield

2nd level (3 slots): Locate Object, Darkness, Suggestion

3rd level (3 slots): Dispel Magic, Tongues, Remove Curse

4th level (3 slots): Banishment, Greater Invisibility

5th level (2 slots): Legend Lore

ActionsMultiattack. The sphinx can make two claw attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 3 ft, one target.

Hit: 13 (2d8 + 4) slashing damage, 1 Bleeding damage.

Reaction: Opportunity Attack: the sphinx makes a Claw attack against a creature that moves through or out of its 3-foot reach.

Legendary Actions

The sphinx can take 3 legendary actions, chosen from the options below. Only one legendary action option can be used at a time and only at the end of another creature’ **s turn. The sphinx regains spent legendary actions at the start of its turn.

Claw Attack. The sphinx makes one claw attack.

Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 36 m.

Ecology

Environment: Hot deserts and hills

Organization: Solitary, pair, or cult (3-6) | Treasure Category: C | | — | | Description |

Although there are several types of sphinx, the one scholars refer to as the Gynosphinx (a name many sphinxes find offensive) is a wise and majestic creature but also terrifying when angered. Less moralistic than their male counterparts (Androsphinxes, creatures totally different from the one presented here), sphinxes are cautious and methodical when making decisions, and are proud of their cold logic and impartiality.

They have little patience with inferior variants of sphinxes, considering them little more than animals.

Sphinxes love complicated riddles and enigmas, and treasure unusual facts and arcane dilemmas much more than gold or gems.

Although not great scholars in the traditional sense, sphinxes’ ** great appreciation for riddles leads them to conduct research in a wide variety of subjects, often making them a valuable source of information, especially when they use their magical abilities. They are usually happy to have contact with other races, and regularly offer material goods in exchange for information or new and interesting riddles. They are excellent guardians of temples, tombs, and other important places, as long as they are adequately entertained. Sphinxes place great importance on politeness, but can be capricious: they may altruistically decide to share their latest riddles with travelers but don’ **t think twice about devouring them if they don’ **t pay enough attention or provide any useful clues to their solution.

A typical sphinx is 10 feet long and weighs about 880 pounds. Although their wings can keep them airborne for long periods, they are poor flyers, and prefer to land before starting to fight, attacking with their powerful claws. Despite being extremely territorial, sphinxes tend to warn intruders several times before attacking.

Harpy

Size/Type Medium monstrosity, Arrogant, Impulsive
Ability Str 1 Dex 1 Con 1 Int -2 Wis 0 Cha 1
Hit Points 33, Defense: 14, Initiative: +1
Movement 6 m, fly 12 m
S. Throws Fortitude +3, Reflex +3, Will +3
Languages Common
Challenge 1 (200 XP)

ActionsMultiattack. The harpy makes two attacks: one with its talons and one with its club.

Talons. Melee Weapon Attack: +4 to hit, reach 1 m, one target.

Hit: 5 (2d4 + 1) slashing damage, 1 Bleeding damage.

Club. Melee Weapon Attack: +4 to hit, reach 1 m, one target.

Hit: 3 (1d4 + 1) bludgeoning damage.

Hungry Winds (2 Actions): The harpy uses the wind to draw its prey closer. A target within 6 meters must make a Fortitude saving throw DC 12 or be pulled next to the harpy. If the target has been lifted off the ground and cannot fly, it then falls normally.

Luring Song. The harpy sings a magical melody. Every humanoid and giant within 90 meters of the harpy that can hear the song must succeed on a Will saving throw DC 13 or be charmed until the song ends. The harpy must take a Immediate Action during its next turn to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.

While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 1 meter from the harpy, the target must move on its turn toward the harpy by the most direct route. Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A creature can repeat the saving throw at the end of each of its turns. If a saving throw is successful, the effect ends on that target.

A target that successfully saves is immune to this harpy’ **s song for the next 24 hours.

| Ecology | | — | Environment: Temperate Swamps

Organization: Solitary, pair, or flight (3-12) | Treasure Category: R (C) | | Description |

Often seen as evil and corrupt creatures, harpies know how others think and act. This perceptive ability gives them an advantage in finding their preferred meals. Although wild creatures easily fall victim to the luring song, these evil bird-women prefer meals seasoned with complex sentient thoughts. Easy prey makes for a boring meal.

Although ultimately savage and without any remorse for their actions, various harpies live near humanoid societies and enjoy exploiting creatures they consider potential meals.

Harpies tend to wear trinkets and pendants stolen from their victims, as they love to indulge in men’ **s bright ornaments. Up close, these creatures exude the stench of their devoured victims and rarely allow non-charmed creatures to get too close, so they don’ **t smell the blood and putrefaction on their feathers. For this reason, many harpies cover themselves with perfumes and aromatic oils.

Harpies are markedly different depending on the region where they live. Some resemble a mixture of vultures and women, while others bear the regal traits of hawks and falcons on their feathers. Rare broods of harpies, in isolated and tropical places in the world, also have colorful feathers like parrots.

Hell Hound

Size/Type Medium fiend, evil
Ability Str 3 Dex 1 Con 2 Int 0 Wis 1 Cha -2
Hit Points 70, Defense: 17, Initiative: +1
Movement 50 ft
S. Throws Fortitude +5, Reflex +4, Will +4
Skills Perception +5
Dmg. Imm. Fire
Senses Darkvision 60 ft
Languages understands Infernal but cannot speak
Challenge 3 (700 XP)

Keen Hearing and Smell. The hound has +1d6 on Perception checks based on hearing or smell.

Pack Tactics. The hound has +1d6 to attack rolls against a creature if at least one of the hound’ **s allies is within 3 feet of the creature and the ally isn’ **t incapacitated.

*ActionsBite.** Melee Weapon Attack*: +6 to hit, reach 3 ft, one target.

Hit: 7 (1d6 + 3) piercing damage plus 7 (2d6) fire damage.

Fire Breath (Recharge 5-6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a Reflex Saving Throw DC 14, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Hezrou

Size/Type Large demon, evil
Ability Str 4 Dex 3 Con 5 Int 5 Wis 1 Cha 1
Hit Points 167, Defense: 25, Initiative: +5
Movement 9 m
S. Throws Fortitude +13, Reflex +11, Will +9
Damage Resistance Cold, Lightning, Fire; from non-magical weapons
Damage Immunity Poison
Vulnerability cold iron, Light
Senses Darkvision 36m
Languages Abyssal, telepathy 36 m
Challenge 8 (3900 XP)

Stench. Any creature that starts its turn within 3 meters of the demon must succeed on a Fortitude Saving Throw DC 21 or be poisoned, -1 Strength and Dexterity, until the start of its own turn. If it succeeds on the Saving Throw, the creature is immune to the demon’ **s stench for 24 hours.

Magic Resistance. The demon has +1d6 to Saving Throws against spells and other magical effects.

ActionsMultiattack. The demon makes three attacks: one with its bite and two with its claws.

Claw. Melee weapon attack: +8 to hit, reach 1 m, one target.

Hits: 11 (2d6 + 4) slashing damage, 2 Bleeding damage.

Bite. Melee weapon attack: +8 to hit, reach 1 m, one target.

Hits: 15 (2d10 + 4) piercing damage and minor Demonic Fever disease.

Minor Demonic Fever: 1 minute, Fortitude ST DC 18, 6 hours, 3 successes, -1 Constitution and Wisdom.

Reaction: Exploding pustule when hit by a critical, the demon makes a fetid pustule explode that inflicts 2d8 acid damage on the creature that delivered the critical, within 2 meters.

Enraged: Hezrou releases an incendiary cloud of stench. All creatures around him within 3 meters must make a Reflex Saving Throw DC 21 to halve the 4d10 fire damage. Costs 2 Actions.

| Ecology | | — | Environment: Any (Abyss)

Organization: Solitary or gang (2-4) | Treasure Category: W | | Description |

The hezrou lives in the vast swamps, wetlands, and watercourses of the Abyss. It is at ease both in water and on land. The presence of a hezrou has a damaging effect on flora, causing mutations and making the waters foul-smelling and brackish in taste. Often entire isolated communities of deformed mutants owe their twisted appearance not so much to their depraved customs as to the proximity of a hezrou.

These monstrous and bestial creatures are born from the souls of evil mortals who have poisoned themselves, their relatives, or their environment, for example, drug addicts, assassins, and alchemists who didn’ **t care how their experiments poisoned the natural world.

Hill Giant

Size/Type Huge giant, evil
Ability Str 5 Dex -1 Con 4 Int -3 Wis -1 Cha -2
Hit Points 109, Defense: 17, Initiative: -1
Movement 12 m
S. Throws Fortitude +9, Reflex +4, Will +4
Languages Giant
Challenge 5 (1800 XP)

ActionsMultiattack. The giant makes two attacks with its greatclub.

Greatclub. Melee Weapon Attack: +7 to hit, reach 3 m, one target.

Hit: 18 (3d8 + 5) bludgeoning damage.

Wide Swing. Melee Weapon Attack: +7 to hit, reach 3 meters, with a single attack can hit two creatures in melee close to each other.

Rock. Ranged Weapon Attack: +5 to hit, range 18m, one target.

Hit: 21 (3d10 + 5) bludgeoning damage.

| Ecology | | — | Environment: Temperate Hills

Organization: Solitary, group (2-5), band (6-8), raiding party (9-12 plus 1d4 Dire Wolves) or tribe (13-30 plus 35\% noncombatant plus 1 fighter chief of 4th-6th level, 11-16 Dire Wolves, 1-4 Ogres and 13-20 orc slaves) | Treasure Category: Hide Armor, Greatclub, B | | Description |

Hill giants have skin that ranges from light tan to reddish brown, with brown or black hair, and eyes of the same color. They wear multiple layers of crudely tanned hides with the fur still attached. They rarely wash or repair their clothing, preferring to simply add new layers as the old ones wear out. Adults are about 3 meters tall and weigh roughly 550 kg. Hill giants can live up to 200 years, though they rarely reach this age.

Hill giants prefer to fight from high ridges and outcroppings, where they can strike opponents with rocks and boulders, thus limiting their personal risk. They love to make overrun attacks against smaller creatures at the beginning of combat, and only after take up positions and begin to swing their massive clubs.

Hill giants are by nature nomadic and prefer to travel from place to place to raid and pillage. Though they are most comfortable in temperate climates, they don’ **t mind traveling far from their preferred environment if raiding is abundant and prosperous. They are, overall, very selfish creatures, who rarely enter battles they are not sure they will win. Hill giants are known for pushing each other forward if they must confront formidable opponents and do not hesitate to sacrifice a companion to save their own skin. Wandering bands of hill giants are common in temperate hills, and their constant aggression makes them one of the most feared dangers in this environment.

Solitary and non-evil hill giants are quite rare, but they can sometimes be found in other humanoid societies, though they are almost never accepted in major cities or populated centers. They find their place as workers and soldiers in remote frontier towns, and often serve as rudimentary diplomats to negotiate with bands of marauding hill giants. Unfortunately, hill giants who abandon their racial lifestyle for civilization are mocked and often killed on sight by their nomadic brethren. However, these civilized hill giants can find their place in society and many have managed to live a peaceful and quiet existence.

Hippogriff

Size/Type Large beast, unaligned
Ability Str 3 Dex 1 Con 1 Int -4 Wis 1 Cha -1
Hit Points 33, Defense: 14, Initiative: +1
Movement 12 m, fly 18 m
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Awareness +5
Challenge 1 (200 XP)

Keen Sight. The hippogriff has +1d6 on Awareness checks based on sight.

ActionsMultiattack. The hippogriff makes two attacks: one with its beak and one with its talons.

Talons. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 10 (2d6 + 3) slashing damage.

Beak. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 8 (1d10 + 3) piercing damage.

Reaction: Opportunity Attack: the hippogriff attacks if it is flying and a creature exits or moves through its 2 m reach.

| Ecology | | — | Environment: Temperate Hills or Plains

Organization: Solitary, pair, or flock (7-12) | Treasure Category: None | | Description |

The hippogriff is a fascinating creature with wings, front legs, and head of a large raptor, and body and tail of a magnificent horse.

The hippogriff’ **s feathers vary in the colors of hawk or eagle, with some breeders having produced specimens with white or coal-colored feathers. The body is often bay, hazel, or gray, with piebald or palomino coats. Hippogriffs measure 3.3 meters in length and weigh up to 680 kg.

Territorial and fierce in protecting their domain, they must also watch the skies as they are prey for griffins, wyverns, and young dragons. They nest in grassy prairies, hills, and canyons, preferring mammals and grazing on grass to aid digestion.

Breeding communities often offer rewards for capturing them as they can represent a danger to herds. Far easier to train than griffins, hippogriffs are used as mount animals by select companies of cavalry soldiers. If captured young, they can be trained like normal animals, but adults require special training.

Hippogriffs are oviparous and their nest usually contains only one egg, which is worth 200 gp. A healthy young hippogriff is worth 500 gp, while a fully trained hippogriff as a mount can be worth up to 5000 gp. They can carry 90 kg as a light load, 180 kg as a medium load, and 270 kg as a heavy load, and require an exotic saddle to be ridden.

Hisser

Size/Type Large monstrosity, chaotic
Ability Str 2 Dex 1 Con 1 Int -3 Wis 0 Cha -2
Hit Points 51, Defense: 15, Initiative: +1
Movement 20 ft, climb 20 ft
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Stealth +4, Perception +3
Senses Darkvision 60 ft
Challenge 2 (450 XP)

ActionsMultiattack. The Hisser can make two claw attacks or one tail strike.

Claw. Melee Weapon Attack: +5 to hit, reach 3 ft, one target.

Hit: 6 (1d8+2) slashing damage.

Tail Whip: The Hisser swings its long tail, +5 to hit, reach 10 feet, one target.

Hit: 11 (2d8+2) bludgeoning damage and 7 (2d6) slashing damage. Any armor or shield is damaged, lowering the opponent’ **s Defense by 1. The damage to the armor is not considered permanent.

ReactionsReaction: Ground: when the Hisser is attacked by a creature within its tail’ **s reach, it whips its tail, forcing the attacker, after resolving its attack, to make a Fortitude or Reflex Saving Throw at DC 14 or take 7 (2d6) bludgeoning damage and fall prone. If the Saving Throw succeeds, they take only half damage and are not prone.

| Ecology | | — | Environment: Caverns

Organization: Solitary, pair, or nest (2-4) | Treasure Category: Incidental | | Description |

Hissers, so called because of the noise their tail makes when swinging, are very peculiar creatures. At first glance, they resemble a crocodile, about 16 feet long with 13 feet of tail, but they have 8 legs and a short, flattened snout. The extremely robust tail ends with a kind of hook that the Hisser uses to strike, kill, and grab enemies almost as if it were an additional limb.

Dark gray or brown in color, they prefer to hide in darkness and attack when hungry or to defend their territory. They try to keep their distance in combat, and if seriously injured, they escape by climbing the walls.

Hobgoblin

Size/Type Medium humanoid (goblinoid), evil
Ability Str 1 Dex 1 Con 1 Int 0 Wis 0 Cha -1
Hit Points 24, Defense: 13, Initiative: +1
Movement 9 m
S. Throws Fortitude +3, Reflex +3, Will +3
Senses Darkvision 18 m
Languages Common, Goblin
Challenge 1/2 (100 XP)

Martial. Once per round, as a Reaction, the hobgoblin can deal 7 (2d6) extra damage to a creature it hits with a weapon attack, if that creature is within 1 meter of an ally of the hobgoblin that isn’ **t incapacitated.

*ActionsLongsword.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 5 (1d8 + 1) slashing damage or 6 (1d10 + 1) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +3 to hit, range 45m, one target.

Hit: 5 (1d8 + 1) piercing damage.

| Ecology | | — | Environment: Temperate Hills

Organization: Gang (4-9), war band (10-24) or tribe (25+ plus 50\% non-combatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 Leopards and 1-4 Ogres or 1-2 Trolls) | Treasure Category: NPC Equipment (Studded Leather Armor, Light Metal Shield, Longsword, Longbow with 20 Arrows, O) | | Description |

Hobgoblins are a militaristic and prolific race, making them very dangerous in some regions. They breed quickly, replacing fallen members with new soldiers, keeping their numbers constant despite wars. They declare war easily, often to capture new slaves, whose life is brutal and short. Slaves are necessary to replace those who die or are eaten.

Among the goblinoid races, Hobgoblins are the most civilized. They see Bugbears as useful tools for specific missions such as murder and theft, while they look at Goblins with shame and frustration, despite admiring their tenacity. Most Hobgoblin tribes still include a small group of Goblins, relegated to the worst corners of the settlement.

Many Hobgoblin tribes combine the love of war with sharp intellect. They are fascinated by siege engines, alchemy, and complex engineering. Particularly gifted Hobgoblins are treated as heroes and obtain high-ranking positions in the tribe. Slaves with refined minds are appreciated, making raids on dwarven cities common.

Hobgoblins despise magic and distrust wizards. Their shamans, feared and respected, live on the edges of the tribe’ **s lair. Hobgoblins are about 1.7 meters tall and weigh 80 kg.

Homunculus

Size/Type Tiny construct, neutral
Ability Str -3 Dex 2 Con 0 Int 0 Wis 0 Cha -2
Hit Points 15, Defense: 14, Initiative: +2
Movement 6 m, flight 12 m
S. Throws Fortitude +3, Reflex +3, Will +3
Dam. Imm. Poison
Immunities charmed
Senses Darkvision 18 m, Blindsight 3 m
Languages understands the languages of its creator but cannot speak
Challenge 0 (10 XP)

Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it perceives to its master, and the two can communicate telepathically.

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 1 m, one creature.

Hit: 1 piercing damage, and the target must succeed on a DC 10 Fortitude Saving Throw or be poisoned, -1 Strength and Dexterity, for 1 minute. If the Saving Throw is critically failed, the target is instead poisoned for 5 (1d10) minutes and while poisoned in this way is also unconscious.

Master’ **s Conduit: using 3 Actions, the homunculus becomes the conduit for the casting of a spell by its master.

Horned Devil

Size/Type Large devil, evil
Ability Str 6 Dex 3 Con 5 Int 1 Wis 3 Cha 3
Hit Points 224, Defense: 29, Initiative: +3
Movement 6 m, flight 18 m
S. Throws Fortitude +16, Reflex +14, Will +14
Damage Res. Cold;
Dam. Imm. Fire, Poison, weapons +1
Vulnerabilities silver, Light
Senses Darkvision 36m
Languages Infernal, telepathy 36 m
Challenge 11 (7200 XP)

Magic Resistance. The devil has +1d6 to Saving Throws against spells and other magical effects.

Devil’ **s Sight. The devil’ **s Darkvision is not limited by magical darkness.

Commander’ **s Gaze. Devils with lower Challenge within 9 meters gain +1 to Attack Rolls, Defense, and Saving Throws. Not cumulative.

ActionsMultiattack. The devil makes three melee attacks: two with its fork and one with its sting. It can use Hurl Flame in place of any melee attack.

Tail. Melee weapon attack: +10 to hit, reach 3 m, one target.

Hits: 10 (1d8 + 6) piercing damage. If the target is a creature, excluding constructs and undead, it must succeed on a DC 25 Fortitude Saving Throw or Bleed 10 (3d6). Each time the devil wounds the target with this attack, the damage inflicted by Bleeding increases by 10 (3d6).

Fork. Melee weapon attack: +11 to hit, reach 3 m, one target.

Hits: 15 (2d8 + 6) piercing damage.

Sting. Melee weapon attack: +9 to hit, reach 3 m, one target.

Hits: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 24 Fortitude Saving Throw, or be poisoned, -1 Strength and Dexterity, for 1 minute. The target can repeat the Saving Throw at the end of each of its turns, ending the effect if it succeeds.

Hurl Flame. Ranged spell attack: +10 to hit, range 45 m, one target.

Hits: 14 (4d6) fire damage. If the target is a flammable object that isn’ **t being worn or carried, it catches fire.

Reaction: Opportunity Attack: the devil makes an attack against a creature that moves through or out of its 3-meter reach.

Enraged: the Horned Devil drains the life that enemies are losing. Until the end of the next round it recovers all Hit Points lost from Bleeding from wounds it caused.

| Ecology | | — | Environment: Any (Hell)

Organization: Solitary, pair, or flock (3-10) | Treasure Category: Unholy Spiked Chain +1, P | | Description |

Among the most deadly warriors of the archdevils and skilled commanders of lesser devils, horned devils spread the rules of Hell wherever they pass. These greater devils are trained, forged, and reforged to be among the most relentless and obedient warriors of the multiverse. The horned devils of the troops of the infernal armies are known as cornugons, while the greatest among them are called malebranche.

A typical horned devil reaches the considerable height of 2.7 meters, has wings with a span of 4.2 meters, and weighs 350 kg.

The LORD said to Satan: “Where have you come from?” Satan answered the LORD: “From roaming through the earth and going back and forth in it”. Job 1:6-12

Hungry Coins

Size/Type Tiny aberration, strongly evil
Ability Str -3 Dex 1 Con 3 Int -2 Wis 0 Cha -1
Hit Points 24, Defense: 13, Initiative: +1
Movement 3 m
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Awareness +3
Dam. Imm. Cold, Poison, Electricity, from Void
Immunities charmed, petrified, frightened
Challenge 1/2 (100 XP)

Hungry Coins always attack in groups of at least 8 coins, those held in hand for counting…

ActionsMultiattack. The Hungry Coin makes two attacks. It can use Bite twice or use Bite and use Stinger.

Bite. Melee Weapon Attack: +4 to hit, reach 0 m, one target.

Hit: 2 piercing damage.

Stinger. Melee Weapon Attack: +4 to hit, reach 1 m, one target.

Hit: 3 Poison damage. Fortitude Saving Throw DC 13 or be Slowed 1/1r.

| Ecology | | — | Environment: Any

Organization: Groups (3d12) | Treasure Category: M, N, O | | Description |

The Hungry Coin is indistinguishable from a normal coin until observed very carefully. Voracious and hungry, they like to hide in piles of coins they feed on to absorb the metals that give them the and appearance of ordinary coins. They always attack in groups, usually waiting for someone to hold them for counting. For every 10 Hungry Coins, if emptied and melted down, it’ **s possible to obtain enough metal for a real coin. Hungry Coins made of Gold or Platinum are usually sturdier and even hungrier. Legend has it that a Hungry Coin will not attack a Devotee of Rezh.

Hydra

Size/Type Huge monstrosity, unaligned
Ability Str 5 Dex 1 Con 5 Int -4 Wis 0 Cha -2
Hit Points 167, Defense: 23, Initiative: +1
Movement 9 m, swim 9 m
S. Throws Fortitude +13, Reflex +9, Will +8
Skills Awareness +6
Senses Darkvision 18 m
Challenge 8 (3900 XP)

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has +1d6 on Saving Throws against being blinded, charmed, deafened, frightened, stunned, or unconscious.

Whenever the hydra takes 25 or more damage in a single round, one of its heads dies. If all heads die, the hydra dies.

At the end of its turn, the hydra regrows two heads for each of its heads killed since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 Hit Points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond the first, it gets an extra Reaction Action that can be used only to make Awareness checks.

Hold Breath. The hydra can hold its breath for 1 hour.

Wakeful. While the hydra sleeps, at least one of its heads stays awake.

ActionsMultiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +9 to hit, reach 3 m, one target.

Hit: 10 (1d10 + 5) piercing damage.

Repulsive Gas. The hydra emits foul-smelling gas. All creatures within 3 meters of the hydra must make a Fortitude Saving Throw DC 21 or suffer -2 to Attack Rolls for the next 2d4 rounds.

| Ecology | | — | Environment: Temperate Marshes

Organization: Solitary | Treasure Category: E | | Description |

The hydra is a multi-headed dragon, but stupid and with major digestive problems.

Ice Devil

Size/Type Large devil, evil
Ability Str 5 Dex 2 Con 4 Int 4 Wis 2 Cha 4
Hit Points 278, Defense: 32, Initiative: +4
Movement 12 m
S. Throws Fortitude +18, Reflex +16, Will +16
Dam. Imm. Cold, Fire, Poison, weapons +1
Vulnerabilities silver, Light
Senses Blindsight 18 m, Darkvision 36 m
Languages Infernal, telepathy 36 m
Challenge 14 (11500 XP)

Magic Resistance. The devil has +1d6 to Saving Throws against spells and other magical effects.

Devil’ **s Sight. The devil’ **s Darkvision is not limited by magical darkness.

ActionsMultiattack. The devil makes three attacks: one with its bite, one with its claws, and one with its tail. Alternatively it makes two attacks: one with its tail and one with its spear.

Claws. Melee weapon attack: +12 to hit, reach 1 m, one target.

Hits: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage, 1 Bleeding damage.

Tail. Melee weapon attack: +12 to hit, reach 3 m, one target.

Hits: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.

Ice Spear. Melee weapon attack: +12 to hit, reach 3 m, one target.

Hits: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 26 Fortitude Saving Throw, or have its speed reduced by 3 meters for 1 minute; during each of its turns it can take only an Action or an Immediate Action, but not both; it cannot take reactions. The target can repeat the Saving Throw at the end of each of its turns, ending the effect on itself in case of success.

Bite. Melee weapon attack: +12 to hit, reach 1 m, one target.

Hits: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. Fortitude Saving Throw DC 18 or Slowed 1/1r.

Wall of Ice (Recharge 6). The devil magically forms an opaque wall of ice on a solid surface it can see within 18 meters of it. The wall is 30 centimeters thick and up to 9 meters wide with a maximum height of 3 meters, or a hemispherical dome up to 6 meters in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest path. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 25 Reflex Saving Throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.

The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 3-meter section has Defense 5, 30 Hit Points, vulnerability to fire damage, and Immune to acid, cold, Void, and poison damage. If a section is destroyed, it leaves a patina of freezing air in the space the wall occupied. Whenever a creature ends up moving through this freezing air during a round, willing or not, it must make a DC 25 Fortitude Saving Throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The freezing air dissipates when the rest of the wall vanishes.

Reaction: Opportunity Attack: the devil makes an attack against a creature that moves through or out of its 1-meter reach.

Enraged: the Ice Devil aims for the enemy’ **s heart and tries to rip it out. The creature, within 1 meter, must make a DC 26 Fortitude Saving Throw or have its heart ripped out.

| Ecology | | — | Environment: Any (Hell)

Organization: Solitary, squad (2-3), council (4-10) or contingent (1-3 ice devils, 2-6 horned devils and 1-4 bone devils | Treasure Category: Icy Spear +1, R | | Description |

Enlightened strategists of Hell’ **s armies, the insectoid ice devils are among the most ingenious and cruel minds of the inferno. An ice devil hides in its chest a frozen heart stolen from a mortal, which allows it to make decisions free from emotions. Born in the frozen circle of Cocytus, the seventh circle of Hell, most ice devils migrate to Caina, the eighth circle, where they plot to damn the world. Although they have the most alien and monstrous appearances among all devils, few others are accorded greater respect.

In combat, it sends its subordinates ahead, so it can assess the tactics, strengths, and weaknesses of the opponent from the rear, and provide them support with its magical abilities, avoiding catching them in the area of effect of its spells: an attitude not due to a sense of camaraderie, but to the cold and logical truth that its allies can survive longer in a clash if they are not exposed to friendly fire.

Ice Devils are 3.6 meters tall and weigh approximately 350 kg.

Ice Mephit

Size/Type Small elemental, evil
Ability Str -2 Dex 1 Con 0 Int -1 Wis 0 Cha 1
Hit Points 24, Defense: 13, Initiative: +1
Movement 9 m, fly 9 m
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Stealth +3, Awareness +2
Dam. Imm. Poison
Senses Darkvision 18 m
Languages Aquan, Ictun
Challenge 1/2 (100 XP)

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

Innate Spellcasting (1/Day). The mephit can innately cast Fog Cloud, requiring no material components. Its innate spellcasting ability is Charisma.

Elemental Nature. A mephit doesn’ **t need food, drink, or sleep.

Death Burst. When the mephit dies, it explodes in a burst of ice shards. Each creature within 1 meter of it must make a Reflex Saving Throw DC 11 or take 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

*ActionsClaws.** Melee Weapon Attack*: +4 to hit, reach 1 m, one creature.

Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

Frost Breath (Recharge 6). The mephit exhales a 5-meter cone of cold air. Each creature in that area must make a Reflex Saving Throw DC 11, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

| Ecology | | — | Environment: Any (elemental plane of air)

Organization: Solitary, pair, group (3-6) or swarm (7-12) | Treasure Category: J | | Description |

Mephits are the servants of powerful elemental creatures. The key sites and locations of the elemental planes are filled with mephits bustling to perform an important duty or task.

Ice mephits are commonly found on the Plane of Air. These mephits are aloof and cruel.

Immortal Cursed

Size/Type Medium aberration (human), tends to be insane
Ability Str 3 Dex 1 Con 2 Int -1 Wis -2 Cha -2
Hit Points 88, Defense: 18, Initiative: +1
Movement 9 m
S. Throws Fortitude +6, Reflex +5, Will +3
Skills Awareness +3, profession they had in life
Dam. Imm. Cold, Poison, Fire, from Void
Immunities charmed, petrified, frightened
Languages Common, Dwarven, Elvish
Challenge 4 (1100 XP)

Immortal The Immortal Cursed regenerates 1 Hit Point per round, except if it has taken acid damage. This allows it to regenerate limbs and return to life. Remove Curse at DC 30 instantly kills it.

Different Nature The Immortal Cursed doesn’ **t eat, drink, sleep, or age. It’ **s not an undead.

ActionsMultiattack. The Immortal Cursed makes three attacks with the longsword.

Sword. Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 12 (1d10 + 7) slashing damage.

| Ecology | | — | Environment: Any

Organization: Solitary | Treasure Category: NPC Equipment (Studded Leather Armor, 2 Daggers, Sword, J) | | Description |

The Immortal Cursed is a person cursed often by a Patron or by a powerful spellcaster with the curse of insane immortal life. The curse breaks the person’ **s balance and they find themselves wandering without purpose or goal. Occasionally they remember who they were and then continue searching for whoever cursed them. With the purpose of getting finally killed, they throw themselves into every battle hoping that the opponent will be able to kill them once and for all.

Imp

Size/Type Tiny devil, shapechanger, evil
Ability Str -2 Dex 3 Con 1 Int 0 Wis 1 Cha 2
Hit Points 33, Defense: 16, Initiative: +3
Movement 6 m, fly 12 m (6 m in rat form; 6 m, fly 18 m in raven form; 6 m, climb 6 m in spider form)
S. Throws Fortitude +3, Reflex +4, Will +3
Skills Stealth +5, Deception +4, Insight +3
Damage Res. Cold; from non-magical or non-silvered weapons
Dam. Imm. Fire, Poison
Vulnerabilities silver, Light
Senses Darkvision 36m
Languages Infernal, Common
Challenge 1 (200 XP)

Shapechanger. The devil can use an Action to transform into a bestial form of rat, raven, or spider, or to return to its true form. Its statistics are the same in all forms, although attacks may vary for some of them. Any equipment it is wearing or carrying doesn’ **t transform. Upon death it returns to its true form.

Magic Resistance. The devil has +1d6 to Saving Throws against spells and other magical effects.

Devil’ **s Sight. The devil’ **s Darkvision is not limited by magical darkness.

*ActionsSting (Bite in Beast Form).** Melee Weapon Attack*: +4 to hit, reach 1 m, one creature.

Hit: 5 (1d4 + 3) piercing damage and the target must make a DC 12 Fortitude Saving Throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility. The devil remains invisible until it attacks or ends its concentration. Anything the devil is carrying or wearing remains invisible as long as it remains in contact with the devil.

| Ecology | | — | Environment: Any (Hell)

Organization: Solitary, pair, or flight (3-10) | Treasure Category: K | | Description |

Born directly from the pits of Hell, imps are the least powerful devils, though these cruel and invasive creatures play an important role in corrupting mortal souls. Free from the hierarchies and duties of the infernal armies, imps delight in every opportunity to travel to the Material Plane and cleverly tempt mortals, pushing them to commit increasingly depraved acts.

Willingly serving spellcasters as familiars, imps play the part of faithful servants, often offering their masters cunning advice and infernal insights. In reality, imps work to send souls to Hell, ensuring that their master’ **s soul, along with many others, is destined for damnation after death.

Imps vary greatly in appearance, across a wide spectrum of bestial and grotesque traits, although many of them take the form of a winged humanoid with reddish skin and bulbous features. The typical imp is only 60 centimeters tall, has a wingspan of 90 centimeters, and weighs 5 kg.

Unlike other devils, imps are often found free and alone on the Material Plane, particularly after they have been summoned to serve as familiars and their masters have died (often, indirectly, because of the imp’ **s own machinations). Without any means to return home, these imps, free from any bonds with arcane masters, can become dangerous nuisances or even place themselves at the head of small tribes of bloodthirsty humanoids, such as Goblins or Kobolds.

Invisible Stalker

Size/Type Medium elemental, neutral
Ability Str 3 Dex 4 Con 2 Int 0 Wis 2 Cha 0
Hit Points 125, Defense: 24, Initiative: +4
Movement 15 m, flight 15 m, Hover
S. Throws Fortitude +8, Reflex +10, Will +8
Skills Stealth +10, Awareness +8
Damage Res. non-magical weapons
Dam. Imm. Poison
Immunities grappled, restrained, paralyzed, petrified, unconscious, prone, fatigued
Senses Darkvision 18 m
Languages Ictun, understands Common but doesn’ **t speak it
Challenge 6 (2300 XP)

Faultless Tracker. The summoner assigns a prey to the stalker. The stalker knows the direction and distance to the prey as long as they are on the same plane of existence. The stalker also knows the location of its summoner.

Invisibility. The stalker is invisible even when it attacks and after it has attacked.

Elemental Nature. An invisible stalker doesn’ **t need air, food, drink, or sleep.

ActionsMultiattack. The stalker makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 1 m, one target.

Hit: 10 (2d6 + 3) bludgeoning damage.

Reaction: Opportunity Attack: the invisible stalker makes an attack against a creature that crosses or leaves its reach of 1 meter.

Enraged: the Invisible Stalker breaks the pact and returns to the elemental plane of air.

| Ecology | | — | Environment: Any

Organization: Solitary | Treasure Category: None | | Description |

Native to the Plane of Air, these creatures move through the world following assignments for those who summon them. Invisible stalkers usually act as guardians and assassins. Their natural invisibility and stealth allow them to follow prey without being seen and give them an advantage when they decide to eliminate a target.

Many invisible stalkers, however, consider these tasks as miserable requests from mortals. If assigned a particularly complex or unpleasant task, an invisible stalker will seek to find a loophole if the instruction is poorly formulated. For example, Wizards who summon an invisible stalker with the instruction “protect me from danger” might be escorted to a distant hiding place, or even taken to the Plane of Air.

Due to continuous summonings, many invisible stalkers are adverse to the inhabitants of the Material Plane. Those newly summoned to the mortal world know only the stories of their kind and maintain an open attitude toward those who summon them. Over time, or if they serve an evil master, they begin to form a negative opinion of these mortal creatures, which leads them to deflect instructions and harm their masters. For older invisible stalkers with more experience, the only thing that protects those who summoned them is the magic that binds them. These creatures always try to use inconsistencies in the formulation of their tasks and literal distortions in intentions to find a way to annoy, hurt, or even kill those who brought them to this plane.

Iron Golem

Size/Type Large construct, unaligned
Ability Str 7 Dex -1 Con 5 Int -4 Wis 0 Cha -5
Hit Points 319, Defense: 32, Initiative: -1
Movement 9 m
S. Throws Fortitude +21, Reflex +15, Will +16
Dam. Imm. Fire, Poison
Immunities charmed, paralyzed, petrified, fatigued, frightened
Senses Darkvision 36m
Languages understands the languages of its creator but cannot speak
Challenge 16 (15000 XP)

Damage Reduction. The clay golem has hardness 12/- against non-magical weapons.

Magic Weapons. The golem’ **s weapon attacks are magical.

Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of Hit Points equal to the fire damage dealt.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Construct Nature. A golem doesn’ **t need air, food, drink, or sleep.

Magic Resistance. The golem has +1d6 on Saving Throws against spells and other magical effects.

ActionsMultiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +14 to hit, reach 1 m, one target.

Hit: 20 (3d8 + 7) bludgeoning damage.

Sword. Melee Weapon Attack: +14 to hit, reach 3 m, one target.

Hit: 23 (3d10 + 7) slashing damage.

Reaction: Opportunity Attack: the golem makes an attack against a creature that moves through or out of its 1-meter reach.

Poison Breath (Recharge 6). The golem exhales poisonous gas in a 5-meter cone. Each creature in that area must make a Fortitude Saving Throw DC 29, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Enraged: the iron golem exhales a scorching breath in a 3-meter cone. The breath deals 3d10 fire damage or half on a successful Reflex Saving Throw DC 26. The golem regains the full amount in Hit Points and is Accelerated 1 for 2d4 rounds. Costs 2 Actions.

| Ecology | | — | Environment: Any

Organization: Solitary or group (2-4) | Treasure Category: None | | Description |

An iron golem has a humanoid body made of iron. The creator can give it any shape desired, but it almost always features some kind of armor, whether ceremonial and precious or plain and utilitarian. Compared to a stone golem, it has much more defined features. Iron golems sometimes carry a weapon, although most often they tend to prefer their slam attacks.

An iron golem stands 3.6 meters tall and weighs about 2,500 kilograms. An iron golem cannot speak or emit any voice. Also, it does not emit any recognizable odor.

Although the practice of building iron golems has gradually fallen into disuse, venerable members of some great civilizations of the past considered the ability to forge iron golems of staggering strength and size a source of pride. These golems (of Huge size or larger), in some remote corners of the world, still exist, and still mechanically execute orders given to them by now-vanished empires.

Construction To build an iron golem requires 2,500 kg of iron, fused with rare dyes worth at least 10,000 gp.

Kobold

Size/Type Small humanoid (kobold), evil
Ability Str -2 Dex 2 Con -1 Int -1 Wis -2 Cha -1
Hit Points 17, Defense: 14, Initiative: +2
Movement 9 m
S. Throws Fortitude +3, Reflex +3, Will +3
Senses Darkvision 18 m
Languages Common, Draconic
Challenge 1/8 (25 XP)

Sunlight Sensitivity. While in sunlight, the kobold has -1d6 to attack rolls, as well as to Awareness checks based on sight.

Pack Tactics. The kobold has +1d6 to attack rolls against a creature if at least one of the kobold’ **s allies is within 1 meter of the creature and that ally isn’ **t incapacitated.

*ActionsDagger.** Melee weapon attack*: +3 to hit, reach 1 m, one target.

Hits: 4 (1d4 + 2) piercing damage.

Sling. Ranged weapon attack: +3 to hit, range 9m, one target.

Hits: 4 (1d4 + 2) bludgeoning damage.

| Ecology | | — | Environment: Temperate forests or underground

Organization: solitary, group (2-4), nest (5-30 plus an equal number of non-combatants, 1 sergeant of 3rd level per 20 adults and 1 leader of 4th-6th level) or tribe (31-300 plus 35\% non-combatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th-8th level and 5-16 Dire Rats) | Treasure Category: NPC equipment (Leather Armor, Spear, Sling, other treasure), 2d6 silver coins | | Description |

Kobolds are creatures of darkness, most commonly encountered in enormous underground labyrinths or in the dark corners of forests where the sun never shines. Because of their physical resemblance, kobolds loudly proclaim themselves descendants of the draconic lineage and destined to rule the earth under the wing of their great divine cousins, but most dragons consider them little more than annoying insects. Cowards and schemers, they never fight openly if they can avoid it, preferring instead to set ambushes and traps, hiding in their labyrinthine constructions behind a curtain of crude but ingenious pitfalls, or pouring onto the enemy in vast howling hordes.

The shade of kobolds varies even among brothers of the same clutch, ranging across the colors of the dragons of Tàhil, with a predominance of red and purple, and more rarely white, green, blue and black.

Kobolds have a weakness for silver but, being terrible miners, they prefer to prey on silver coins from adventurers and eat them like butter cookies. Kobolds can digest silver rather quickly, and the more they eat, the shinier their scales are and the healthier the kobolds appear.

Kraken

Size/Type Gargantuan monstrosity (titan), evil
Ability Str 10 Dex 0 Con 7 Int 6 Wis 4 Cha 5
Hit Points 461, Defense: 42, Initiative: +6
Movement 6 m, swim 18 m
S. Throws Fortitude +30, Reflex +23, Will +27
Dam. Imm. Electricity, +1 weapons
Immunities paralyzed, frightened
Senses truesight 36 m
Languages understands Abyssal, Celestial, Infernal, and Druidic but cannot speak, telepathy 36 m
Challenge 23 (50000 XP)

Amphibious. The kraken can breathe air and water.

Freedom of Movement. The kraken ignores difficult terrain, and magical effects can’ **t reduce its speed or cause it to be restrained. It can spend 1 Action to free itself from nonmagical restraints or being grappled.

Siege Monster. The kraken deals double damage to objects and structures.

ActionsMultiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.

Bite. Melee Weapon Attack: +17 to hit, reach 6 m, one target.

Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects originating outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken’ **s turns.

If the kraken takes 50 or more damage in a single round from a creature inside it, the kraken must succeed on a Fortitude Saving Throw DC 35 or regurgitate all swallowed creatures, which fall prone in a space within 3 meters of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 2 Actions, exiting prone.

Tentacle. Melee Weapon Attack: +17 to hit, reach 9 m, one target.

Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). The kraken has ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the kraken is thrown up to 18 meters in a random direction and knocked prone. If the thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 3 meters it was thrown. If the target is thrown at another creature, that creature must succeed on a Reflex Saving Throw DC 34 or take the same damage and be knocked prone.

Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 36 meters of it. The target must make a Reflex Saving Throw DC 35, taking 22 (4d10) lightning damage on a failed save, or half as much on a successful one.

Legendary Actions

The kraken can take 3 Legendary Actions, choosing from the options below. It can use only one Legendary Action at a time and only at the end of another creature’ **s turn. The kraken regains spent Legendary Actions at the start of its turn.

Tentacle Attack or Fling. The kraken makes a tentacle attack or uses Fling.

Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a 18-meter radius. The cloud spreads around corners, and that area is heavily obscured to all creatures except the kraken. Each creature other than the kraken that ends its turn in the area must succeed on a Fortitude Saving Throw 34, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’ **s next turn. Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm.

| Ecology | | — | Environment: Any Ocean

Organization: Solitary | Treasure Category: 2 H | | Description |

The legendary kraken is one of the sailors’ ** greatest fears, because it is a whale-sized creature, can strike from the depths without being seen, can command the winds and weather conditions necessary for the ship to move, and possesses the cruel intellect of most of the most ruthless and creative criminals in the world. Some believe that krakens are divine punishment, while others consider them the true lords of the depths, who consider air-breathing races nothing but cattle.

Many legends have arisen regarding the fact that it understands the druidic language.

A kraken is almost 30 meters long and weighs 20,000 kg.

Lamia

Size/Type Large monstrosity, evil
Ability Str 3 Dex 1 Con 2 Int 2 Wis 2 Cha 3
Hit Points 88, Defense: 18, Initiative: +2
Movement 9 m
S. Throws Fortitude +6, Reflex +5, Will +6
Skills Stealth +3, Deception +7, Sense Emotion +4,
Senses Darkvision 18 m
Languages Abyssal, Common
Challenge 4 (1100 XP)

Innate Spellcasting. The lamia’ **s innate spellcasting ability is Charisma. The lamia can innately cast the following spells, requiring no material components:

At will: Disguise Self (any humanoid form), Major Image

3/Day each: Charm Person, Mirror Image, Scrying, Suggestion

1/Day: Geas

ActionsMultiattack. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

Claws. Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 14 (2d10 + 3) slashing damage, 1 Bleeding damage.

Dagger. Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 6 (1d4 + 4) piercing damage.

Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 1 m, one creature.

Hit: The target is cursed for 1 hour by this magic. Until the curse ends, the target has -1d6 on Will Saving Throws and all Basic skill checks.

| Ecology | | — | Environment: Temperate Deserts

Organization: Solitary, pair, or cult (3-12) | Treasure Category: Dagger+1, D | | Description |

Lamias, heirs to an ancient curse, appear as slender and attractive women from the waist up, while the lower part of the body is similar to that of a mighty lion. Their humanoid features present feline traits: narrow, feral eyes and fang-like teeth. A typical lamia is 1.8 meters tall, 2.3 meters long, and weighs over 325 kg.

These creatures are attracted to ruined towers, abandoned cities, and forgotten monuments, especially in arid areas. However, they prefer decrepit temples, finding joy in seeing them in ruins and seeking to damage places sacred to good deities.

Lamias worship the elder females of their group, considering them leaders, mothers, and shamans, and bind themselves to them with fanatical reverence. Although they shun most religions, seeing them as the source of the curse that afflicts them, elder lamias claim to hear the whispers of the desert wind and to know the whims of the stars, thus guiding their people.

Lemure

Size/Type Medium devil, evil
Ability Str 0 Dex -3 Con 0 Int -5 Wis 0 Cha -4
Hit Points 15, Defense: 9, Initiative: -3
Movement 5 meters
S. Throws Fortitude +3, Reflex +3, Will +3
Damage Res. Cold
Dam. Imm. Fire, Poison
Immunities charmed, frightened
Vulnerabilities silver, Light
Senses Darkvision 36m
Languages understands Infernal but cannot speak
Challenge 0 (10 XP)

Devilish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its Hit Points in 1d10 days unless it is killed by a creature with good traits on which the spell bless has been cast or its remains are sprinkled with Holy Water.

Devil’ **s Sight. The devil’ **s Darkvision is not limited by magical darkness.

*ActionsFist.** Melee Weapon Attack*: +3 to hit, reach 1 m, one target.

Hit: 2 (1d4) bludgeoning damage.

| Ecology | | — | Environment: Any (Hell)

Organization: Solitary, pair, group (3-5), swarm (6-17) or horde (10-40 or more) | Treasure Category: None | | Description |

Lemures are the lowest devils, born from souls damned to hell. They are shapeless masses of trembling flesh, with grotesque features that mimic their torturers. Standing over 1.2 meters tall and weighing over 100 kg, they are revolting creatures that destroy any non-infernal life form.

They play a vital role in Hell’ **s ecology. Damned souls are tormented for centuries, forgetting their lives and becoming automatons driven by hatred and fear. Eventually, these souls are transformed into lemures, the most elementary life form of devils.

Greater devils can recognize the most corrupted lemures and transform them into true devils, ready to serve in the legions of the damned.

Lich

Size/Type Medium undead, evil traits
Ability Str 0 Dex 3 Con 3 Int 5 Wis 2 Cha 3
Hit Points 405, Defense: 43, Initiative: +5
Movement 9 m
S. Throws Fortitude +24, Reflex +24, Will +23
Damage Res. Cold, Lightning, Necrotic
Dam. Imm. Poison; non-magical weapons
Immunities charmed, paralyzed, fatigued, frightened, bleeding
Senses truesight 36 m
Languages Common plus five other languages, Expiran
Challenge 21 (33000 XP)

Spellcasting. The lich has CM 18. Its spellcasting ability is Intelligence. The lich knows the following spells:

Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost

1st level (4 slots): Arcane dart, Detect Magic, Thunderwave, Shield

2nd level (3 slots): Melf’ **s Acid Arrow, Mirror Image, Detect Thoughts, Invisibility

3rd level (3 slots): Animate Dead, Counterspell, Dispel Magic, Fireball

4th level (3 slots): Blight, Dimension Door

5th level (3 slots): Cloudkill, Scrying

6th level (1 slot): Disintegrate, Globe of Invulnerability

7th level (1 slot): Finger of Death

8th level (1 slot): Dominate Monster, Power Word Stun

9th level (1 slot): Power Word Kill

Undead Nature. The lich doesn’ **t need air, food, drink, or sleep.

Legendary Resistance (3/Day). If the lich fails a Saving Throw, it can choose to succeed instead.

Turn Resistance. The lich has +1d6 on Saving Throws against effects that turn undead.

Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 1 meter of the phylactery.

Soul Sacrifices. A lich must periodically feed souls to its phylactery to sustain the magic that maintains its body and consciousness. To do this it uses the Imprisonment spell. Instead of choosing one of the normal options of the spell, the lich uses it to magically trap the target’ **s body and soul within the phylactery. The phylactery must be on the same plane as the lich for this spell to work. A lich’ **s phylactery can contain only one creature at a time, and Greater Dispel Magic cast with 4 magic criticals on the phylactery frees any creature imprisoned inside it. The phylactery devours one soul per week. A creature imprisoned in the phylactery beyond this period is consumed and destroyed, after which nothing short of a Patron’ **s intervention will bring it back to life.

A lich who forgets or fails to maintain its body with sacrificed souls begins to fall apart, and might eventually transform into a demilich.

*ActionsParalyzing Touch.** Melee Spell Attack*: +14 to hit, reach 1 m, one creature.

Hit: 10 (3d6) cold damage. The target must succeed on a Fortitude Saving Throw DC 32 or be paralyzed for 1 minute. The target can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success.

Reaction: Quick Spells the lich responds to an attack it receives by casting a spell of its choice up to 3rd level, as a Reaction.

Legendary Actions

The lich can take 3 Legendary Actions, choosing from the options below. It can use only one Legendary Action at a time and only at the end of another creature’ **s turn. The lich regains spent Legendary Actions at the start of its turn.

Destroy Life (Costs 3 Actions). Each creature except undead within a 6-meter radius of the lich must make a Fortitude Saving Throw DC 31 against this magic, taking 21 (6d6) Necrotic damage on a failed save, or half as much damage on a successful one. Creatures become Fatigued.

Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one visible creature within 3 meters of it. The target must succeed on a Will Saving Throw DC 31 against this magic or be frightened for 1 minute. The frightened target can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If the target’ **s Saving Throw is successful or the effect ends for it, the target is immune to the lich’ **s gaze for the next 24 hours.

Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.

Cantrip. The lich casts a cantrip.

| Ecology | | — | Environment: Any

Organization: Solitary | Treasure Category: NPC Equipment (Ring of Protection +2, Headband of Wisdom +2 (Awareness), Boots of Levitation, scroll of Dominate Person, scroll of Teleport, potion of Invisibility) | | Description |

Few creatures are more feared than liches. Apex of Necromantic arts, the lich is a spellcaster who has chosen to give up life and cheat death by becoming undead. Although many of those who reach such heights of power would do anything to achieve immortality, the idea of becoming a lich is abhorred by many creatures. The process involves extracting the spellcaster’ **s life force and imprisoning it in a specially prepared phylactery; the spellcaster gives up his life, but remains trapped between life and death, and as long as his phylactery remains intact he can continue his research and work without fearing the passage of time.

There are also extremely rare good Liches, but as the saying goes, they are rarer than a Roc’ **s tooth.

Lizardfolk

Size/Type Medium humanoid (lizardfolk), neutral
Ability Str 2 Dex 0 Con 1 Int -2 Wis 1 Cha -2
Hit Points 24, Defense: 12, Initiative: +0
Movement 9 m, swim 9 m
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Stealth +4, Awareness +3, Survival +5
Languages Draconic
Challenge 1/2 (100 XP)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

ActionsMultiattack. The lizardfolk makes two melee attacks, each with a different weapon.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 1 m or range 12m, one target.

Hit: 5 (1d6 + 2) piercing damage.

Bite. Melee Weapon Attack: +4 to hit, reach 1 m, one target.

Hit: 5 (1d6 + 2) piercing damage.

Heavy Club. Melee Weapon Attack: +4 to hit, reach 1 m, one target.

Hit: 5 (1d6 + 2) bludgeoning damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 1 m, one target.

Hit: 5 (1d6 + 2) piercing damage.

| Ecology | | — | Environment: temperate swamps

Organization: solitary, pair, gang (3-12) or tribe (13-60) | Treasure Category: NPC Equipment (Wooden Heavy Shield, Spiked Mace, 3 Javelins) | | Description |

Lizardfolk are proud, powerful predatory reptiles that make their communal homes in scattered villages deep within swamps and marshes. Having no interest in colonizing drier lands and content with their simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many of the other races as backward savages, but within their isolated communities they are actually a vibrant people with a rich tradition and oral history stretching back to before humanity walked upright.

Most lizardfolk stand from 1.8 to 2.1 meters tall and weigh from 100 to 125 kg, and have powerful muscles covered with gray, green, or brown scales. Some breeds have small dorsal crests or colorful frills, and all swim well powered by the rapid movements of their 1.2 meter long powerful tails. While completely at home in water, they hold their breath and return to their hill-top homes to breed and sleep. Because their reptilian blood makes them sluggish in the cold, many lizardfolk hunt and work during the day and retreat to their homes at night to curl up with their tribe-mates sharing the heat of large peat fires.

Though generally neutral, lizardfolk’ **s standoffish nature, their strenuous rejection of the gifts of civilization, and their legendary ferocity in battle cause them to be misjudged by most humanoids. These traits stem from good reasons, however, as their low reproduction rate is unmatched among warm-blooded humanoids, and if tribes didn’ **t defend their swampy territories to the last breath they’ **d soon find themselves overwhelmed by mammalian hordes. As for their propensity to consume the bodies of dead friends and enemies alike, practical lizardfolk are quick to point out that life is hard in the swamp, and nothing should go to waste.

The lizardfolk presented here live in swampy environments. Lizardfolk tribes can live just as well in other environments, but as speed they gain Climb 5 meters instead of Swim.

Lootdead

Size/Type Large construct, undead, unaligned
Ability Str 5 Dex 0 Con 4 Int -4 Wis -2 Cha -5
Hit Points 127, Defense: 20, Initiative: +0
Movement 30 ft
S. Throws Fortitude +10, Reflex +6, Will +4
Dmg. Imm. Poison
Immunities charmed, fatigued, paralyzed, petrified, bleeding, diseases
Senses Darkvision 100 ft
Languages understands all languages of its creator but cannot speak
Challenge 6 (2300 XP)

Damage Reduction. The Lootdead has hardness 6/- against non-magical weapons.

Undead Nature. The Lootdead doesn’ **t need air, food, drink, or sleep.

Immutable Form. As a construct, it cannot be affected by magic or effects that change its form.

Container. The Lootdead has an openable compartment with a hatch on its metal back that can hold up to 220 pounds of objects, up to small size.

Air Resistance. The Lootdead has an innate resistance to spells from the Air Magic List.

Fire Sensitive. If the Lootdead takes fire damage, it performs one less Action the following round.

ActionsMultiattack. The Lootdead attacks with two claws or attacks with one claw and uses its Paralyzing Eye.

Claw. +8 to hit, reach 3 feet

Hit: 16 (2d10 + 5) bludgeoning damage

Paralyzing Eye: the affected creature, within 60 feet, must make a Fortitude Saving Throw at DC 18 or remain paralyzed for 2d4 rounds.

Sad Turtle: with an Athletics check DC 24 it is possible to flip the lootdead upside down, preventing it from flipping back on its own. In this circumstance, the lootdead has -1d6 to all Attack Rolls.

| Ecology | | — | Environment: Any, caverns

Organization: 1-2 Lootdeads, 1d4+1 guardians | Treasure Category: Whatever collected (C + R) | | Description |

Lootdeads are special undead constructed from various cadaver pieces and iron parts to resemble a kind of large armored crab. The back, completely metallic, serves as a container for treasures that the Lootdead finds. The claws, varying in number between 6 and 8, are just over three feet long and have the characteristic of each leaving a different imprint, being assembled from different metal pieces and bodies.

The large central eye, perhaps once belonging to a humanoid, allows the controller and builder of the Lootdead to see and command it. The purpose of a Lootdead is to explore, usually a system of caves or paths, in search of the remains of past raiders and adventurers to seize their magic items and treasures.

Usually a Lootdead is always accompanied by several guardians (other creatures under the controller’ **s command) that help in dealing with any still active resistance.

Magma Man

Size/Type Small elemental, chaotic
Ability Str -2 Dex 2 Con 1 Int -1 Wis 0 Cha 0
Hit Points 24, Defense: 14, Initiative: +2
Movement 9 m
S. Throws Fortitude +3, Reflex +3, Will +3
Damage Res. from non-magical weapons
Dam. Imm. Fire
Senses Darkvision 18 m
Languages Ignan
Challenge 1/2 (100 XP)

Fiery Illumination. As an Immediate Action, the magma man can ignite or extinguish its flames. While the flame is lit, the magma man sheds bright light in a 3-meter radius and dim light for 6 meters.

Death Burst. When the magma man dies, it explodes in a burst of fire and magma. Each creature within 3 meters of it must make a DC 12 Reflex Saving Throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects in the area that aren’ **t being worn or carried catch fire.

*ActionsTouch.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an Action to douse the flame, the target takes 3 (1d6) fire damage at the end of each of its rounds.

| Ecology | | — | Environment: Any terrain (Plane of Fire)

Organization: Solitary or band (2-8) | Treasure Category: L | | Description |

Lava men, known as Ignim, inhabit the Plane of Fire but sometimes slip into the Material Plane through elemental cracks. These cracks form in places of strong heat, such as volcanoes or underground magma rivers, or in areas of intense magic. Often, they unintentionally set fire to nearby flammable objects.

Although not brave, Ignim are formidable enemies for those without resistance to their intense heat. Their touch incinerates clothing and steel weapons risk becoming slag upon contact. In the Plane of Fire, Ignim find strength in numbers, populating settlements dotted with magma lakes and geysers of molten rock.

Paranoid and distrustful, the Ignim fear the larger inhabitants of the Plane of Fire and overwhelm intruders with questions. If the answers don’ **t satisfy them, they try to dispose of the creatures as quickly as possible, even throwing them into lakes of liquid rock.

Proud of their magma lakes, each lake has a different purpose: baths, cooking, or relaxation. The Ignim add minerals and salts to the lakes to suit their purposes. Cooking lakes, sometimes called “killer lakes,” are hotter, while those for relaxation are usually darker.

At maturity, the Ignim are 1.2 meters tall and weigh 150 kg due to their dense composition.

Magma Mephit

Size/Type Small elemental, evil
Ability Str -1 Dex 1 Con 1 Int -2 Wis 0 Cha 0
Hit Points 24, Defense: 13, Initiative: +1
Movement 9 m, fly 9 m
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Stealth +3
Dam. Imm. Poison
Senses Darkvision 18 m
Languages Ignan, Tremun
Challenge 1/2 (100 XP)

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary pool of magma.

Innate Spellcasting (1/Day). The mephit can innately cast heat metal (spell Saving Throw DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

Elemental Nature. A mephit doesn’ **t need food, drink, or sleep.

Death Burst. When the mephit dies, it explodes in a burst of lava. Each creature within 1 meter of it must make a Reflex Saving Throw DC 11 or take 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

*ActionsClaws.** Melee Weapon Attack*: +4 to hit, reach 1 m, one creature.

Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

Fire Breath (Recharge 6). The mephit exhales a 5-meter cone of fire. Each creature in the area must make a Reflex Saving Throw DC 11, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

| Ecology | | — | Environment: Any (elemental plane of fire)

Organization: Solitary, pair, group (3-6) or swarm (7-12) | Treasure Category: J | | Description |

Mephits are the servants of powerful elemental creatures. The key sites and locations of the elemental planes are filled with mephits bustling to perform an important duty or task.

Magma mephits are commonly found on the Plane of Fire. These mephits are stupid brutes.

Manticore

Size/Type Large monstrosity, evil
Ability Str 3 Dex 3 Con 3 Int -2 Wis 1 Cha -1
Hit Points 70, Defense: 19, Initiative: +3
Movement 9 m, fly 15 m
S. Throws Fortitude +6, Reflex +6, Will +4
Senses Darkvision 18 m
Languages Common
Challenge 3 (700 XP)

Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow at dawn.

ActionsMultiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

Claw. Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 6 (1d6 + 3) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 7 (1d8 + 3) piercing damage.

Tail Spike. Ranged Weapon Attack: +6 to hit, range 30m, one target.

Hit: 7 (1d8 + 3) piercing damage.

Ecology

Environment: Warm Hills and Swamps

Organization: Solitary, pair, or pack (3-6) | Treasure Category: C | | — | | Description |

Manticores are fierce predators that patrol large territories in search of fresh meat. A typical manticore is about 3 meters long and weighs about 500 kg. Some have a head resembling that of a human, usually bearded. Males and females are very similar.

Manticores eat any kind of meat, even carrion, but they prefer human flesh and rarely pass up an opportunity to savor this delicacy. They are clever and social enough to make deals with evil humanoids to form alliances or force them to offer tribute, and many powerful creatures charge them with guarding or patrolling a place or area. They prefer to make their lairs in high places, such as hilltops and caves among the cliffs.

Although manticores are similar to magical creations, they have long been counted among natural species. Curiously, manticores seem strangely fertile and can crossbreed with numerous other similarly-shaped species, including Lions, Tigers, Lamias, Sphinxes, and Chimeras.

Marilith

Size/Type Large demon, evil
Ability Str 4 Dex 5 Con 5 Int 4 Wis 3 Cha 5
Hit Points 319, Defense: 38, Initiative: +5
Movement 12 m
S. Throws Fortitude +21, Reflex +21, Will +19
Damage Resistance Cold, Lightning, Fire
Damage Immunity Poison, +1 weapons
Vulnerability cold iron, Light
Senses truesight 36 m
Languages Abyssal, telepathy 36 m
Challenge 16 (15000 XP)

Magic Weapons. The demon’ **s weapon attacks are magical.

Reactive. the marilith can take a Parry Reaction during each round.

Magic Resistance. The demon has +1d6 to Saving Throws against spells and other magical effects.

ActionsMultiattack. The demon makes seven attacks: six with its longswords and one with its tail.

Tail. Melee weapon attack: +13 to hit, reach 3 m, one creature.

Hits: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (DC 19 to escape). Until the grapple ends, the demon can automatically hit the target with its tail, but can’ **t make tail attacks against other targets.

Longsword. Melee weapon attack: +13 to hit, reach 1 m, one target.

Hits: 13 (2d8 + 4) slashing damage.

Reaction: Parry. The demon adds 5 to its Defense against one melee attack that would hit it. To do so, the demon must be able to see its attacker and be wielding a melee weapon.

Reaction: Opportunity Attack: the demon makes an attack against a creature that moves through or out of its 3-meter reach.

Enraged:

  • the marilith sharpens her swords against each other, each longsword attack gains Bleeding 1/20. Costs 2 Actions, lasts until the end of combat.

  • the marilith condemns the opponent to the abyss. Cost 2 Actions. The opponent must make a Will Saving Throw DC 28 or be transported to the abyss.

| Ecology | | — | Environment: Any (Abyss)

Organization: Solitary, pair or platoon (1 marilith, 1-3 Glabrezu and 3-14 Babau) | Treasure Category: C | | Description |

Sovereigns of demonic hordes and queens of abyssal nations, the fearsome mariliths serve the demon lords as rulers, advisors, and even lovers, yet their supremacy as strategists makes them particularly in demand as generals and commanders of armies. The most powerful mariliths serve no one and instead command famished demonic legions.

A marilith is 1.8 to 2.7 meters tall, 6 meters long from head to tail, and weighs 2000 kg. Only the most arrogant and proud evil souls, usually those of cruel sovereigns, sadistic generals, and particularly violent warlords, can cause the birth of a marilith.

Medusa

Size/Type Medium monstrosity, evil
Ability Str 0 Dex 2 Con 3 Int 1 Wis 1 Cha 2
Hit Points 126, Defense: 22, Initiative: +2
Movement 9 m
S. Throws Fortitude +9, Reflex +8, Will +7
Skills Stealth +5, Deception +5, Insight +4
Senses Darkvision 18 m
Languages Common
Challenge 6 (2300 XP)

Petrifying Gaze. If a creature starts its round within 9 meters of a medusa and can see the medusa’ **s eyes, the medusa, if it isn’ **t incapacitated and can see the creature, can force it to make a Fortitude Saving Throw DC 19. If the creature critically fails the Saving Throw, it is instantly petrified, otherwise it is Slowed 1/1 minute. Subsequent gazes and failed Saving Throws lead to an increase in the Slowed condition. When the creature becomes Slowed 3, it turns to stone. The creature can return to flesh if the spell Flesh to Stone is cast within 1 month of petrification.

A creature fighting the Medusa trying to avoid its gaze has -1d6 to Attack Rolls.

If the medusa sees its reflection on a reflective surface within 9 meters of it in an area of bright light, due to its own curse it will suffer the effects of its own gaze.

ActionsMultiattack. The medusa makes three attacks, one with its snake hair and two with its shortsword or two ranged attacks with its longbow.

Snake Hair. Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.

Shortsword. Melee Weapon Attack: +7 to hit, reach 1 m, one target.

Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +8 to hit, range 45m, one target.

Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.

Reaction: Opportunity Attack: the medusa makes a snake hair attack against a creature that moves through or leaves its 1 meter reach. This attack doesn’ **t consume Actions or Reactions.

| Ecology | | — | Environment: Temperate swamps and underground

Organization: Solitary | Treasure Category: Dagger, Perfect Longbow with 20 Arrows, F | | Description |

Medusas are creatures resembling humans with snakes for hair. From a distance of 9 meters or more, a medusa can easily pass for a beautiful woman if she wears something that covers her serpentine hair; when wearing clothing that conceals her head and face, she can be mistaken for a human even at close range. Medusas use lies and disguises to conceal their faces until opponents are close enough to use their petrifying gaze, though they enjoy playing with their prey and may use flaming arrows to trap enemies at a distance. Some enjoy creating intricate decorations with their victims, using petrification to add a certain touch to their swampy hideouts, but many medusas take care to hide evidence of their previous encounters so that their new enemies don’ **t realize their dangerous presence.

Accustomed to hiding, urban medusas are generally thieves, while those from wild areas often end up being rangers. The most well-known medusas from legends, however, are those who take levels as spellcasters. Charismatic and intelligent, urban medusas are often involved in thieves’ ** guilds and other aspects of the criminal world. Medusas can form alliances with blind creatures or intelligent undead, both immune to their petrifying gaze. Spellcasting medusas often serve as oracles or prophetesses, generally living in remote areas of legendary power or of ill-fated history. These oracle medusas take great delight in their role, and if one presents oneself with the right gifts and flattery, the secrets they offer can be truly useful. Of course, the hideouts of these powerful creatures are decorated with the statues of those who have offended them, as a warning to exercise due caution during encounters.

All medusas are female. Rarely, a medusa decides to take a male humanoid as a companion, generally with the help of a Love Potion or similar magic, and they always take care not to petrify their prisoner, unless they have grown bored with his company.

Topi, La

Size/Type Tiny fey, indifferent. Patron
Ability Str -1 Dex 4 Con 0 Int 6 Wis 1 Cha 10
Hit Points 15, Defense: 16, Initiative: +6
Movement 6 m, fly 18 m, hover
S. Throws Fortitude +30, Reflex +34, Will +30
Skills all +20
Immunities to damage from weapons with magical bonus less than +6
Immunities to any effect, damage, condition La Topi doesn’ **t like
Immunities to any magic La Topi doesn’ **t want to be affected by
Immunities to suffering any type of critical hit
Senses Tremorsense 60, Darkvision 60 m, Truesight 60 m
Languages all
Challenge 0 (10 XP)

She Is La Topi La Topi has +3d6 (or +18) whenever she needs to roll dice or count a value.

She’ **s Right! Any attack made by La Topi is considered magical +6 and cannot be resisted, regenerated, or healed in the first 24 hours.

| Actions | | — | | Little Snout every target chosen by La Topi, within 30 meters, suffers a Little Snout. The target is pushed back 2d6 meters and takes 3d6 damage | | Tiny Bite** Melee Weapon Attack: +26 to hit, reach 0 m, one target. | | Hit: 6 piercing damage. | | **Scratch** up to 4 Melee Weapon Attacks: hits automatically, reach 0 m. | | Hit: 1 piercing damage. | | **Nose Boop** one creature. La Topi boops her nose on the chosen creature and it is healed from any disease, condition, or existing wound. | | **Angry: La Topi does whatever she wants (unlimited Wish). Costs 1 Reaction. | | Legendary Actions | | La Topi, as a Patron, can take as many Legendary Actions as she wants from all those listed. She can use unlimited Wish once per round. | | Ecology | Environment: Anywhere, Markets

Organization: Solitary | Treasure Category: Special | | Description |

She might be mistaken for a small white mouse, but La Topi is much more. Clever, intelligent, beautiful, she loves going to the market and buying handbags.

Mimic

Size/Type Medium monstrosity (shapechanger), neutral
Ability Str 3 Dex 1 Con 2 Int -2 Wis 1 Cha -1
Hit Points 51, Defense: 15, Initiative: +1
Movement 15 feet
S. Throws Fortitude +4, Reflex +3, Will +3
Skills Stealth +5
Dam. Imm. Acid
Condition Imm. prone
Senses Darkvision 60 ft
Challenge 2 (450 XP)

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is grappled by it (escape DC 18). The mimic doesn’ **t consider itself Grappled when it grapples something.

Grappler. The mimic has +1d6 on attack rolls against a creature grappled by it.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

Shapechanger. The mimic can use an Action to transform into an object, or back into its true amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying doesn’ **t transform. It reverts to its true form when it dies.

*ActionsBite.** Melee Weapon Attack*: +6 to hit, reach 5 ft, one target.

Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft, one target.

Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subject to the Adhesive trait.

Ecology

Environment: Any

Organization: Solitary | Treasure Category: Incidental (A) | | — | | Description |

Mimics are believed to be the result of an alchemist’ **s attempt to bring an inanimate object to life through the application of a mystical reagent, the formula for which has been lost. Over the years, these strange but intelligent creatures have learned the ability to transform into simulacra of manufactured objects, particularly in places frequented by a small number of creatures, where their chances of success with an attack on their victims increase.

Although mimics are not intrinsically evil, some sages suggest that they attack men and other intelligent creatures more for amusement than for sustenance. The desire to deceive others is part of their being, and their surprise attacks represent the culmination of this desire.

A typical mimic has a volume of 7 cubic feet (3 ft by 3 ft by 7 ft) and weighs about 900 pounds. Legends and stories tell of larger mimics, with the ability to take the form of houses, ships, or entire underground complexes that they garnish with treasures (both real and fake) to lure their unsuspecting food inside.

Minotaur

Size/Type Large monstrosity, evil
Ability Str 4 Dex 0 Con 3 Int -2 Wis 3 Cha -1
Hit Points 70, Defense: 16, Initiative: +0
Movement 40 ft
S. Throws Fortitude +6, Reflex +3, Will +6
Skills Perception +7
Senses Darkvision 60 ft
Languages Abyssal
Challenge 3 (700 XP)

Charge. If the minotaur moves at least 10 feet toward a target and hits it with a gore attack during the same round, the target takes 9 (2d8) extra piercing damage. If the target is a creature, it must succeed on a Fortitude Saving Throw DC 15 or be pushed up to 10 feet away and knocked prone. 1 Action.

Reckless. At the start of its turn, the minotaur can gain +1d6 on all melee weapon attack rolls during that turn, but attack rolls against it have +1d6 until the start of its next turn.

Labyrinth Recall. The minotaur can perfectly recall any path it has traveled.

*ActionsGreataxe.** Melee Weapon Attack*: +6 to hit, reach 5 ft, one target.

Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft, one target.

Hit: 13 (2d8 + 4) piercing damage.

| Ecology | | — | Environment: Temperate Ruins and Dungeons

Organization: Solitary, pair, or group (3-4) | Treasure Category: Greataxe, O +1 potion | | Description |

Despised by civilized races and created centuries ago by a divine curse, minotaurs hunt, kill, and devour humanoids to punish real or perceived offenses, from time immemorial. Most cultures have legends about how they were created by vengeful deities who punished humans by deforming their appearance, taking away their beauty and intelligence, and endowing them with bull heads. However, modern minotaurs despise these legends, considering themselves models of divine perfection created by the demon lord Baphomet.

The traditional hiding places of minotaurs are labyrinths, both constructed and natural. They use their cunning to discourage unwary enemies who get lost in their hideouts. Only when desperation has taken over does the minotaur strike its victims. They often let one creature escape to spread terror and lure others into their labyrinth, which they consider delicious meals.

Minotaurs can serve more powerful monsters or evil creatures, hunting and eating at their pleasure. They may guard powerful objects or valuable locations, or work as mercenaries, hunting the master’ **s enemies.

Minotaurs are straightforward fighters, using their horns to horribly gore nearby creatures at the beginning of combat.

Mummy

Size/Type Medium undead, evil
Ability Str 3 Dex -1 Con 2 Int -2 Wis 0 Cha 1
Hit Points 70, Defense: 15, Initiative: -1
Movement 20 ft
S. Throws Fortitude +5, Reflex +3, Will +3
Damage Res. from non-magical weapons
Dam. Imm. from Void, Poison
Condition Imm. charmed, paralyzed, exhausted, frightened, bleeding
Senses Darkvision 60 ft
Languages the languages it knew in life
Challenge 3 (700 XP)

Undead Nature. A mummy doesn’ **t need air, food, drink, or sleep.

ActionsMultiattack. The mummy can use its Dreadful Glare and make an attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +6 to hit, reach 5 ft, one target.

Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) Void damage. If the target is a creature, it must succeed on a Fortitude Saving Throw DC 15 or be cursed with mummy rot. The cursed target can’ **t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse with the curse in effect. If the curse reduces the target’ **s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the Remove Curse spell or similar magic.

Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a Will Saving Throw DC 15 against this magic or become frightened until the end of the mummy’ **s next turn. If the target critically fails the Saving Throw, it is also paralyzed for the same duration. A target that succeeds on the Saving Throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Mummy Lord

Size/Type Medium undead, evil
Ability Str 4 Dex 0 Con 3 Int 0 Wis 4 Cha 3
Hit Points 294, Defense: 32, Initiative: +0
Movement 20 ft
S. Throws Fortitude +18, Reflex +15, Will +19
Skills Religion +5, History +5
Dam. Imm. from Void, Poison; +1 weapons
Condition Imm. charmed, paralyzed, exhausted, frightened
Senses Darkvision 60 ft
Languages the languages it knew in life
Challenge 15 (13000 XP)

Mummy Lord’ **s Heart. As part of the ritual that creates a mummy lord, the creature’ **s heart and viscera are removed from the body and placed in sealed containers. These containers are usually made of stone or ceramic, engraved or painted with religious hieroglyphics.

As long as its shriveled heart remains intact, the mummy lord can’ **t be permanently destroyed. When reduced to 0 hit points, the mummy lord turns to dust and re-forms at full strength 24 hours later, rising from the dust near the sealed jar containing its heart. To prevent a mummy lord from re-forming and to destroy it once and for all, its heart must be reduced to ashes. For this reason, the mummy lord usually keeps its heart and viscera hidden in a secret tomb.

The mummy lord’ **s heart has Defense 5, 25 hit points, and immunity to all damage except Light.

Spellcasting. The mummy has MC 10. Its spellcasting ability is Wisdom. The mummy has the following spells prepared: Cantrips (at will): Sacred Flame, Thaumaturgy

1st level (4 slots): Command, Guiding Bolt

2nd level (3 slots): Spiritual Weapon, Hold Person, Silence

3rd level (3 slots): Animate Dead, Dispel Magic

4th level (3 slots): Divination

5th level (2 slots): Contagion, Insect Plague

6th level (1 slot): Harm

Undead Nature. A mummy doesn’ **t need air, food, drink, or sleep.

Magic Resistance. The mummy lord has +1d6 to Saving Throws against spells or other magical effects.

Rejuvenation. A mummy lord forms a new body within 24 hours if its heart remains intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord’ **s heart.

ActionsMultiattack. The mummy can use its Dreadful Glare and make one rotting fist attack, or 2 Rotting Fist attacks.

Rotting Fist. Melee Weapon Attack: +13 to hit, reach 5 ft, one target.

Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) Void damage. If the target is a creature, it must succeed on a Fortitude Saving Throw 28 or be cursed with mummy rot. The cursed target can’ **t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse with the curse in effect. If the curse reduces the target’ **s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the Remove Curse spell or similar magic.

Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a Will Saving Throw DC 28 against this magic or become frightened until the end of the mummy’ **s next turn. If the target critically fails the Saving Throw, it is also paralyzed for the same duration. A target that succeeds on the Saving Throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Reaction: Opportunity Attack: the mummy lord makes a rotting fist attack against a creature that moves through or leaves its 5-foot reach.

Legendary Actions

The mummy lord can take 3 Legendary Actions, choosing from the options below. It can use only one Legendary Action at a time and only at the end of another creature’ **s turn. The mummy lord regains spent Legendary Actions at the start of its turn.

Attack. The mummy lord makes one rotting fist attack or uses its Dreadful Glare.

Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can’ **t regain hit points until the end of the mummy lord’ **s next turn.

Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each creature, excluding undead, within 10 feet of the mummy lord that can hear this magical utterance must succeed on a Fortitude Saving Throw DC 28 or be stunned until the end of the mummy lord’ **s next turn.

Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a Fortitude Saving Throw DC 28 or be blinded until the end of the creature’ **s next turn.

Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can’ **t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remains in its possession.

Enraged: The Mummy lord hungers for life. It channels the energy of death and destruction in a 40-foot radius around itself. Each creature must succeed on a Fortitude Saving Throw at DC 26 to halve the damage or take 22 damage. The Mummy regains all Hit Points lost by other creatures.

Ecology

Environment: Any

Organization: Solitary, Group (3-6) or Mausoleum (7-12) | Treasure Category: T + U | | — | | Description |

Many cultures practice the sacred art of mummification, though the sinister magical techniques used to imbue corpses with undead vitality are far less common. In some ancient lands, such blasphemous techniques have been refined through centuries of ceremony and countless deaths, resulting in mummies of terrible power. On rare occasions, if the deceased was of high rank and excessive wickedness, they might undergo such elaborate rituals, rising from the tomb as a fearsome mummy lord. Similarly, a ruler known for malice or who died in a moment of great anger might present themselves spontaneously as a vengeful despot. Regardless of the exact circumstances of its resurrection, a mummy lord retains the abilities it had in life, becoming a creature consumed by the desire to restore its dominion and rule over both the living and the dead.

Nalfeshnee

Size/Type Large demon, evil
Ability Str 5 Dex 0 Con 6 Int 4 Wis 1 Cha 2
Hit Points 264, Defense: 29, Initiative: +4
Movement 6 m, flight 9 m
S. Throws Fortitude +19, Reflex +13, Will +14
Damage Resistance Cold, Lightning, Fire; from non-magical weapons
Damage Immunity Poison
Vulnerability cold iron, Light
Senses Darkvision 36m
Languages Abyssal, telepathy 36 m
Challenge 13 (10000 XP)

Magic Resistance. The demon has +1d6 to Saving Throws against spells and other magical effects.

ActionsMultiattack. The demon uses Horror Nimbus if possible. Then it makes three attacks: one with its bite and two with its claws.

Claw. Melee weapon attack: +12 to hit, reach 3 m, one target.

Hits: 15 (3d6 + 5) slashing damage, 2 Bleeding damage.

Bite. Melee weapon attack: +12 to hit, reach 1 m, one target.

Hits: 32 (5d10 + 5) piercing damage and Demonic Fever.

Demonic Fever: 1 minute, Fortitude ST DC 23, 4 hours, 3 successes, -1 Constitution and Wisdom/4 hours.

Horror Nimbus (Recharge 5-6). The demon emits a magical, multicolored, shimmering light. Each creature within 5 meters of the demon that can see the light must succeed on a Will Saving Throw DC 25 or be frightened for 1 minute.

A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success.

If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the demon’ **s Horror Nimbus for the next 24 hours.

Teleport. The demon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 36 meters. It is a Movement Action.

Reaction: Opportunity Attack: the demon makes an attack against a creature that moves through or out of its 1-meter reach.

Enraged: the nalfeshnee mimics the arcane words and gestures seen within the previous 3 rounds and casts a spell it has witnessed. Costs 3 Actions.

Ecology

Environment: Any (Abyss)

Organization: Solitary or war band (1 nalfeshnee, 1 Hezrou, and 2-5 Vrock) | Treasure Category: G | | — | | Description |

Few demons understand the internal mechanics that govern the Abyss as well as nalfeshnees, and it is not uncommon for these demons to serve the Abyss itself rather than a demon lord. Some oversee the organic realms that generate new demons, while others guard places of particular importance in the hidden recesses of the plane. Often, a nalfeshnee’ **s realm in the Abyss is superior in forces and dimensions to the largest of mortal kingdoms, as these demons have a natural predisposition to govern and impose a sort of order on the chaos of the Abyss. Mortal summoners often call upon them for their insane but unparalleled intellect, carefully examining agreements made with these demons to avoid any hidden consequences and unintended outcomes, as a nalfeshnee rarely accepts anything that, in some twisted way, does not allow it to satisfy the needs and desires of the Abyss.

Nalfeshnees are 6 meters tall and weigh 4000 kg. They are created from the souls of greedy or lustful evil mortals, particularly those who have ruled over empires of slavery, theft, banditry, and other even more violent vices.

Night Hag

Size/Type Medium fiend, evil
Ability Str 4 Dex 2 Con 3 Int 3 Wis 2 Cha 3
Hit Points 108, Defense: 20, Initiative: +3
Movement 30 ft
S. Throws Fortitude +8, Reflex +7, Will +7
Skills Stealth +6, Deception +7, Insight +6
Damage Res. Cold, Fire; from non-magical or non-silvered weapons
Senses Darkvision 120 ft
Languages Abyssal, Common, Infernal, Druidic
Challenge 5 (1800 XP)

Innate Spellcasting. The hag’ **s innate spellcasting ability is Charisma (DC 14 for spell Saving Throws). The hag can innately cast the following spells without requiring material components:

At will: Arcane dart, Detect Magic 2/day each: Ray of Enfeeblement, Sleep

Magic Resistance. The hag has +1d6 on saving throws against spells and other magical effects.

*ActionsClaws (Hag Form Only).** Melee Weapon Attack*: +7 to hit, reach 5 ft, one target.

Hit: 13 (2d8 + 4) slashing damage, 1 Bleeding damage.

Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa.

Reaction: Opportunity Attack: the hag makes an attack against a creature that moves through or leaves her 5-foot reach.

Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A Magic Circle spell cast on the target prevents this contact. As long as the contact persists, the target has horrible visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target’ **s hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag’ **s soul bag. The reduction to the target’ **s hit point maximum lasts until removed by the Greater Restoration spell or similar magic.

Change Shape. The hag can magically transform into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’ **t transformed. She reverts to her true form when she dies.

Nightmare Steed

Size/Type Large fiend, evil
Ability Str 4 Dex 2 Con 3 Int 0 Wis 1 Cha 2
Hit Points 70, Defense: 18, Initiative: +2
Movement 18 m, flight 24 m
S. Throws Fortitude +6, Reflex +5, Will +4
Dam. Imm. Fire
Skills Awareness +6
Vulnerabilities Light
Senses Darkvision 36m
Languages understands Abyssal, Common, and Infernal but can’ **t speak
Challenge 3 (700 XP)

Confer Fire Resistance. The nightmare steed can confer resistance to fire damage to anyone riding it.

Illumination. The nightmare steed sheds bright light in a 3-meter radius and dim light for 6 meters.

*ActionsHooves.** Melee weapon attack*: +6 to hit, reach 3 m, one target.

Hits: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.

Ethereal Stride. The nightmare steed and up to three willing creatures within 3 meters of it can magically enter the Ethereal Plane from the Material Plane, or vice versa.

| Ecology | | — | Environment: Any

Organization: Solitary | Treasure Category: None | | Description |

Nightmares are flaming messengers of death. They allow only the most evil creatures to ride them, and they are never merely mounts, but collaborate in the destruction caused by their riders.

Hell is empty, all the devils are here. (William Shakespeare, The Tempest)

Ochre Jelly

Size/Type Large ooze, unaligned
Ability Str 2 Dex -2 Con 2 Int -4 Wis -2 Cha -5
Hit Points 51, Defense: 12, Initiative: -2
Movement 10 ft, climb 10 ft
S. Throws Fortitude +4, Reflex +3, Will +3
Damage Res. Acid
Dam. Imm. Lightning, slashing
Condition Imm. blinded, charmed, deafened, prone, exhausted, frightened
Senses Blindsight 60 ft (blind beyond this radius)
Challenge 2 (450 XP)

Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.

Ooze Nature. The jelly doesn’ **t need to sleep.

Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

*ActionsPseudopod.** Melee Weapon Attack*: +5 to hit, reach 5 ft, one target.

Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

ReactionsSplit. When a Medium or larger jelly takes lightning or slashing damage, it splits into two new jellies that have at least 10 hit points each. Each new jelly has hit points equal to half the original jelly’ **s, rounded down. New jellies are one size smaller than the original jelly.

Ecology

Environment: Temperate Dungeons or Swamps

Organization: Solitary | Treasure Category: None | | — | | Description |

Ochre Jellies are animated masses of protoplasm colored like a repulsive amalgam of yellow, orange, and brown. When at rest, their flat, pulsating body is about 6 inches high and extends all around; in motion, they gather into a roughly spherical shape and almost seem to move by rolling. Their malleable bodies allow them to squeeze through cracks and holes much smaller than the space they occupy. Creatures that live underground often seal all openings to defend against Ochre Jellies.

The highly specialized acid of the Ochre Jelly dissolves only flesh. This discovery has led many master poisoners and alchemists to seek out specimens to study. From these experiments, several specific weapons designed to destroy bodies have been created. It is said that there exists a slow-acting poison that destroys a living creature’ **s cells one by one, the secret of which is well-guarded by its creator.

An ancient and forgotten collection of notes describes a unique funeral ritual practiced in distant lands. Rather than cremating the deceased, bodies were enclosed in stone sarcophagi along with an Ochre Jelly that slowly dissolved the flesh. The resulting jelly was then transferred to an urn accompanied by a bronze plaque bearing the name of the deceased. This method preserved the objects buried with the body, quickly reduced to a gleaming skeleton, and it was believed that the deceased’ **s vital essence continued to inhabit the jelly.

Ochre Jellies are about 6 inches high with a diameter that can reach up to 10 feet and weigh about 2,800 pounds. In combat, they gather themselves up and produce long, moist pseudopods to strike and grab anything that moves.

Although the typical Ochre Jelly has the statistics presented here, in the depths of the earth these predators can reach monstrous dimensions.

Ogre

Size/Type Large giant, sadistic evil
Ability Str 4 Dex -1 Con 3 Int -3 Wis -2 Cha -2
Hit Points 52, Defense: 13, Initiative: -1
Movement 12 m
S. Throws Fortitude +5, Reflex +3, Will +3
Senses Darkvision 18 m
Languages Common, Giant
Challenge 2 (450 XP)

*ActionsGreatclub.** Melee Weapon Attack*: +7 to hit, reach 1 m, one target.

Hit: 13 (2d8 + 4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 1 m or range 12m, one target.

Hit: 11 (2d6 + 4) piercing damage.

| Ecology | | — | Environment: Cold or temperate hills

Organization: Solitary, pair, group (3-4) or family (5-16) | Treasure Category: Leather Armor, Greatclub, 4 Javelins, J | | Description |

Stories about ogres contain horrific elements: brutality and ferocity, cannibalism and torture. Then rape, dismemberment, necrophilia, incest, mutilation, and other examples of cruelty. Those who have never encountered ogres consider these stories a warning. Those who have survived such an encounter know that the stories are nothing compared to reality.

Ogres enjoy the suffering of others.

If they don’ **t have smaller races available to crush between their fat hands or violate in violent embraces, they enjoy themselves with each other. For ogres, no taboo exists.

One might think that, left to itself, a tribe of ogres would tear itself apart and only the strongest would survive: if there’ **s one thing ogres respect, however, it’ **s family.

Ogre tribes are known as families, and many of their deformities are caused by the common practice of incest. The tribe leader is often the father, but in some cases a female ogre is able to claim the title of mother. Ogre tribes quarrel with each other, which keeps them busy and prevents them from tormenting their neighbors. From time to time, however, a particularly violent or feared patriarch emerges, capable of uniting more families under his command.

The regions inhabited by ogres are sad and degraded places, as these giants live in squalor and do not feel the need to be in harmony with their surroundings.

Ogre games are violent and cruel: victims used as toys are fortunate to die on the first day. The cruel sense of humor of ogres is the only case where they show creativity: ogre methods and instruments of torture seem to come out of nightmares.

Their great strength and lack of imagination make them particularly suitable for heavy work, in mines, as smiths, or in logging. More powerful giants (especially those of the Hills and Rocks) often subjugate ogre families to become their servants.

An adult ogre is about 3 meters tall and weighs about 325 kg.

Ogre Zombie

Size/Type Large undead, evil
Ability Str 4 Dex -2 Con 4 Int -4 Wis -2 Cha -3
Hit Points 52, Defense: 12, Initiative: -2
Movement 9 m
S. Throws Fortitude +6, Reflex +3, Will +3
Dam. Imm. Poison
Immunities bleeding
Senses Darkvision 18 m
Languages understands Common and Giant but cannot speak
Challenge 2 (450 XP)

Undead Nature. The zombie doesn’ **t need air, food, drink, or sleep.

Undead Fortitude. If damage reduces the zombie to 0 Hit Points, the zombie must make a Fortitude Saving Throw with a DC of 5 + the damage taken, unless the damage is from Light or a critical hit. On a success, the zombie drops to 1 hit point instead.

*ActionsSpiked Club.** Melee Weapon Attack*: +6 to hit, reach 1 m, one target.

Hit: 13 (2d8 + 4) bludgeoning damage.

Treasure Category: None

Oni

Size/Type Large giant, evil
Ability Str 4 Dex 0 Con 3 Int 2 Wis 1 Cha 2
Hit Points 145, Defense: 21, Initiative: +2
Movement 9 m, flight 9 m
S. Throws Fortitude +10, Reflex +7, Will +8
Skills Arcana +5, Deception +8
Senses Darkvision 18 m
Languages Common, Giant
Challenge 7 (2900 XP)

Magic Weapons. The oni’ **s weapon attacks are magical.

Innate Spellcasting. The oni’ **s spellcasting ability is Charisma. The oni can cast these spells innately, without requiring material components:

At will: Invisibility, Darkness

1/day: Charm Person, Cone of Cold, Gaseous Form, Sleep

Regeneration. If it has at least 1 hit point, the oni regains 10 Hit Points at the start of its turn.

ActionsMultiattack. The oni makes two attacks, with its claws or with the glaive.

Claw (Oni Form Only). Melee Weapon Attack: +8 to hit, reach 1 m, one target.

Hit: 8 (1d8 + 4) slashing damage.

Glaive. Melee Weapon Attack: +9 to hit, reach 3 m, one target.

Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.

Reaction: Opportunity Attack: the Oni makes an attack against a creature that crosses or leaves its reach of 1/3 meters.

Change Shape. The oni can magically transform into a Small or Medium humanoid, a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is the glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it returns to its true form, and the glaive returns to its normal size.

Enraged: the Oni is overtaken by murderous fury; until the end of combat, its Claw attacks cause Bleeding 2/10.

Orckin

Size/Type Medium humanoid (orc), chaotic
Ability Str 2 Dex 1 Con 2 Int 0 Wis 0 Cha 0
Hit Points 24, Defense: 13, Initiative: +1
Movement 9 m
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Intimidate +1
Senses Darkvision 18 m
Languages Common, Goblin
Challenge 1/2 (100 XP)

*ActionsSword.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 6 (1d8 + 2) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 1 m or range 12m, one target.

Hit: 5 (1d6 + 2) piercing damage.

| Ecology | | — | Environment: Temperate hills and mountains or underground

Organization: solitary, group (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level) or band | Treasure Category: NPC Equipment (Studded Leather Armor, Sword, 4 Javelins, M) | | Description |

Orcs are a race created by Cattalm as an experiment to verify whether a more intelligent but equally ferocious creature than ogres could be dominant. The experiment was a moderate success with orcs founding kingdoms and conquering several regions. The chaotic drive over time, acculturation, becoming sedentary, and the evolution of society has led orcs increasingly away from Cattalm’ **s coils, although it doesn’ **t remove the fact that many barbaric aspects have remained in the traditional culture. An adult male orc is 1.6 meters tall and weighs about 60 kg. A peculiar characteristic is the face and the pig-like nose in particular. Orcs and humans can produce offspring.

Orc

Size/Type Medium humanoid (orc), evil
Ability Str 3 Dex 1 Con 3 Int -2 Wis 0 Cha 0
Hit Points 33, Defense: 14, Initiative: +1
Movement 9 m
S. Throws Fortitude +4, Reflex +3, Will +3
Skills Intimidate +2
Senses Darkvision 18 m
Languages Common, Goblin
Challenge 1 (100 XP)

Aggressive. As an Immediate Action, the orc can move up to half its movement toward a hostile creature that it can see.

Ferocious. As an Action, the orc drives its successful hit even deeper, causing 1d6 additional damage.

*ActionsGreataxe.** Melee Weapon Attack*: +6 to hit, reach 1 m, one target.

Hit: 9 (1d12 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 1 m or range 12m, one target.

Hit: 6 (1d6 + 3) piercing damage.

| Ecology | | — | Environment: Temperate hills and mountains or underground

Organization: solitary, group (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level) or band | Treasure Category: NPC Equipment (Studded Leather Armor, Glaive, 4 Javelins, K) | | Description |

The main difference between orcs and civilized humanoids, in addition to their brute strength and lower intelligence, is their character. As a culture, orcs are violent and aggressive, and the strong dominate the weak through fear and brutality. They take what they want by force and have no qualms about taking entire villages as slaves if they have the opportunity. They don’ **t care about comforts, and their villages and camps tend to be dirty and precarious places, full of drunken brawls, fighting arenas, and other sadistic entertainments. Lacking the patience necessary to cultivate and capable of breeding only the most robust and self-sufficient animals, orcs find it simpler to take from others the fruit of their labor. They are arrogant and quick to rage when challenged, but they care about honor only as long as doing so benefits them.

An adult male orc is 2 meters tall and weighs about 115 kg. Orcs and humans can interbreed, although usually this occurs during raids, and not as a consensual union. Many orc tribes deliberately breed half-orcs, as they are excellent strategists and tribal chiefs.

While the common saying is that orcs were created by Cattalm to destroy and bring chaos, it is also true that they are often victims of prejudice and summary judgments. Not all orcs are alike, and not just physically; individual orcs, if not entire tribes, live their existence in a normal, civilized manner, yet in no state in the world are there penalties for killing an orc.

Orcus

Size/Type Huge demon prince, evil
Ability Str 8 Dex 2 Con 7 Int 5 Wis 5 Cha 7
Hit Points 519, Defense: 48, Initiative: +5
Movement 15 meters, fly 15 meters
S. Throws Fortitude +33, Reflex +28, Will +31
Skills all +13
Damage Res. Cold, Electricity, Fire
Dam. Imm. Void, Poison; weapons +2
Immunities charmed, paralyzed, fatigued, frightened
Vulnerabilities Light
Senses Truesight 40 m
Languages all, telepathy 45 m
Challenge 26 (90000 XP)

Spells. Orcus has MC 17, DC 30. His spellcasting ability is Charisma. Orcus knows the following spells:

At will: Detect Magic, Chill Touch

level 3 (3 slots): Dispel Magic

level 6 (3 slots): Create Undead

level 9 (1 slot): Time Stop

Demonic Nature. Orcus does not need air, food, drink, or sleep.

Legendary Resistance (3/Day). If Orcus fails a Saving Throw, he can choose to succeed instead.

Lord of the Undead. Orcus can always decide the type of undead he creates, and it remains under his control for an indefinite time; moreover, he can cast the spell regardless of his condition.

*ActionsMultiattack.** 2 attacks with wand*: +19, reach 3 meters, one creature. All of Orcus’ **s attacks are considered magical +3.

Hits: 21 (3d8 + 8) bludgeoning damage + 13 (2d12) Void damage

Tail Orcus strikes with his tail. +19, reach 3 meters, one creature

Hits: 21 (3d8 + 8) bludgeoning damage + 18 (4d8) Poison damage

Reaction: Opportunity Attack: the demon makes an attack against a creature that moves through or out of its 3-meter reach.

Additional Actions

Orcus can take 3 additional actions, chosen from those below, and only one per round at the end of another creature’ **s round.

Tail. Orcus attacks with his tail. +19 to hit, reach 5 meters, one target. If it hits, 21 (3d8 + 8) bludgeoning damage + 18 (4d8) Poison damage

Taste of Death. Orcus casts the Fiery Strike spell in a blasphemous way, with Void damage

| Ecology | | — | Environment: Abyss

Organization: Unique | Treasure Category: Z | | Description |

Orcus is the Demon Prince of the undead. He prefers the company and service of the undead. He wishes to see all life disappear and transform into a gigantic necropolis of undead under his command. Orcus has the head and legs of a goat, horns similar to a ram’ **s, a bloated body, bat wings, and a long tail.

Otyugh

Size/Type Large aberration, neutral
Ability Str 3 Dex 0 Con 4 Int 3 Wis 1 Cha -2
Hit Points 109, Defense: 18, Initiative: +3
Movement 9 m
S. Throws Fortitude +9, Reflex +5, Will +6
Dam. Imm. Poison
Immunities diseases
Senses Darkvision 36m
Languages Otyugh, Elvish, Dwarven
Challenge 5 (1800 XP)

Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 36 meters of it that can understand a language. This form of telepathy doesn’ **t allow the receiving creature to telepathically respond.

ActionsMultiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +7 to hit, reach 1 m, one target.

Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 17 Fortitude Saving Throw against disease or become ill until the disease is cured. Every 24 hours thereafter, the target must repeat the Saving Throw, reducing its maximum Hit Points by 5 (1d10) on a failure. If the Saving Throw succeeds, the disease has passed. The target dies if the disease reduces its maximum Hit Points to 0.

This reduction in the character’ **s maximum Hit Points persists until the disease is cured.

Tentacle. Melee Weapon Attack: +7 to hit, reach 3 m, one target.

Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (DC 13 to escape). The otyugh has two tentacles, each of which can grapple a different target.

Tentacle Slam. The otyugh slams creatures grappled by its tentacles against each other or the floor. Each creature must succeed on a DC 17 Fortitude Saving Throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh’ **s next turn. If the Saving Throw succeeds, the target takes half the bludgeoning damage and isn’ **t stunned.

Enraged: the otyugh emits a scent that inebriates the senses. All creatures within a 6-meter radius must make a DC 18 Will Saving Throw or act randomly, as per the Confusion spell (page ), until the end of the next round. Costs 2 Actions.

| Ecology | | — | Environment: Any Underground

Organization: Solitary, pair, or group (3-4) | Treasure Category: I | | Description |

Otyughs are particularly dirty and horrid creatures that live in places that sane people tend to avoid. Their lairs are found in sewers, cesspools, garbage dumps, and the most fetid swamps: the dirtier a place is, the more it attracts otyughs. They love the role of scavenger and wander through underground caves in search of new morsels amid the waste. Once found, they gorge themselves and bring back to their lair what they can’ **t consume in one sitting. Otyughs spend a lot of time in their filthy lairs, which they fill with carrion and manure, releasing foul effluvia.

Intelligent creatures living in underground areas near otyughs sometimes form alliances of convenience with them. They provide waste and raw meat to the otyughs, making them a real means of disposal. In exchange, the otyughs leave their benefactors alone, don’ **t attack them, and can even act as guardians.

The thing that most races find terrifying about otyughs is not their diet or the smell of their lairs, but the fact that creatures with their tastes are not just brainless scavengers. Otyughs prove to be surprisingly intelligent and love to form alliances with those who supply them with more refined foods than manure and dirt. Most otyughs realize that other creatures find them revolting, but few of them really care.

An otyugh, by eating the excrement or part of a creature, can understand what disease or poison afflicts it.

Owlbear

Size/Type Large beast, unaligned
Ability Str 5 Dex 1 Con 3 Int -4 Wis 1 Cha -2
Hit Points 70, Defense: 17, Initiative: +1
Movement 12 m
S. Throws Fortitude +6, Reflex +4, Will +4
Senses Darkvision 18 m
Challenge 3 (700 XP)

Keen Smell and Sight. The Owlbear has +1d6 on Awareness checks based on smell or sight.

ActionsMultiattack. The Owlbear makes two attacks: one with its beak and one with its claws.

Claws. Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 14 (2d8 + 5) slashing damage.

Beak. Melee Weapon Attack: +6 to hit, reach 1 m, one creature.

Hit: 10 (1d10 + 5) piercing damage.

| Ecology | | — |

Environment: Temperate Forests

Organization: Solitary, pair, or pack (3-8)
Treasure Category: Incidental
Description

The origins of the Owlbear are a subject of debate among scholars of monstrous creatures. Most of them agree that it was a Wizard, in the past, who created the first specimen by combining a bear with a giant owl; perhaps as an experiment on some crazy concept of the nature of life, but more likely because of his complete madness. Whatever the original purpose of such a crazy creation as the Owlbear, the creature began to reproduce, and has become one of the best-known predators of wooded areas.

Owlbears are savage predators, known for their bad temper, aggression, and ferocity. They tend to attack everything that moves in front of them, even if it shows no bellicose intentions. Many scholars who have encountered these creatures in the wilderness have noted that they always have bloodshot eyes that rotate all around just before an attack. This is generally seen as a sign of madness, suggesting that all Owlbears are born with a pathological need to fight and kill, but more realistic researchers believe it is due to the structure of their acute eyes.

Owlbears inhabit the innermost and most hidden areas of the woods, and prepare their lairs inside intricate forests or dark and deep caves. They can hunt both day and night, depending on the habits of the prey that populate the territories surrounding their lair.

Adult Owlbears live in pairs and hunt prey in packs, leaving the cubs in the dens. In a den, there are usually 1d6 cubs, which can be worth up to 750 gp in city markets.

Although it is almost impossible to tame them due to their wild nature, Owlbears can be exploited as guardians of a specific territory, as long as they are left free to move within it to hunt. Professional trainers ask up to 2000 gp to train an Owlbear to become a guardian that obeys simple commands (DC 23 for an Owlbear cub, DC 30 for an adult Owlbear).

| Variant: Polar Owlbear | | — |

This Owlbear is present in arctic regions or snowy mountains. Unlike the normal Owlbear, it is more robust and strong. It has 85 Hit Points, +10 to hit, 21 claw damage +1 Bleeding, 15 beak damage. CR 4

Panoptikhan

Size/Type Large aberration, evil
Ability Str 0 Dex 1 Con 2 Int 3 Wis 2 Cha 2
Hit Points 235, Defense: 29, Initiative: +3
Movement 1 m, flight 10 meters, hover
S. Throws Fortitude +14, Reflex +13, Will +14
Senses Darkvision 36 m, truesight 18m
Languages telepathy 50 m
Challenge 12 (8400 XP)

Magic Resistance. The panoptikhan has +1d6 on Saving Throws against spells and other magical effects.

ActionsMultiattack. The Panoptikhan can attack with two short tentacles.

Tentacle. Melee Weapon Attack: +10 to hit, reach 1 m, one target.

Hit: 6 (1d6 + 3) slashing piercing damage.

The All-Seeing One. The Panoptikhan can activate one of its eyed tentacles (2 Actions). The Panoptikhan has MC 14.

The Freezing One: the eye targets a creature within 18 meters, on which a Ray of Frost is activated. 8d8 cold damage, Reflex Saving Throw DC 25 to completely avoid the hit.

The Dissolving One: the eye targets a creature within 9 meters, on which a ray that has acid effects is activated. 4d8 acid damage, Reflex Saving Throw DC 25 to halve the damage.

The Burning One: the eye targets a creature within 18 meters, on which a fiery ray is activated. 8d8 Fire damage, Reflex Saving Throw DC 25 to completely avoid the hit.

The Paralyzing One: the eye targets a creature within 9 meters, on which a ray that paralyzes the creature is activated. Will Saving Throw DC 25 to completely avoid the effects.

The Slowing One: the eye targets in a 9-meter cone. A ray that slows is projected onto the affected creatures. Will Saving Throw DC 25 to completely avoid the effects. Duration 1 minute.

The Confusing One: the eye targets in an 18-meter cone. A ray that causes confusion is projected onto the affected creatures. Will Saving Throw DC 25 to completely avoid the effects. Duration 1 minute, each round it is possible to make a new Saving Throw to recover from the effects.

The Sleep-Inducing One: the eye targets a creature within 36 meters, on which a ray that puts the creature to sleep is activated. Will Saving Throw DC 25 to completely avoid the effects.

The Moving One; this eye can manifest the Mage Hand spell or Telekinesis.

A Single Glance. The Panoptikhan activates the central eye. The central eye can be used as a Reaction Action to cast Counterspell on a spell it has seen cast. DC 25.

Enraged: the Panoptikhan, in the grip of blindest fury, activates 1d6 random eyes on random targets. Costs 3 Actions.

| Ecology | | — | Environment: Any Underground

Organization: Solitary, pair | Treasure Category: H | | Description |

Panoptikhans are xenophobic aberrations, balls of hard flying flesh equipped with a large central eye, a large mouth, and 7 tentacles about 1 meter long, each with an eye (about 10 cm in diameter) of different color.

Little is known about the origin of Panoptikhans; it is thought that they are an evolutionary experiment by Calicante, in an attempt to create a sentient and dominant race.

Unfortunately, arrogance, pride, and the desire to be the center of attention have wrecked these attempts at society, and the Panoptikhans have dispersed underground.

Panoptikhans have a very long life, on the order of a thousand years, but there are also creatures that have more than doubled this limit. Panoptikhans increase in size with age, as does the number of eyes. The statistics reported here refer to an adult specimen about 300 years old.

Pegasus

Size/Type Large celestial, good
Ability Str 4 Dex 2 Con 3 Int 0 Wis 2 Cha 1
Hit Points 52, Defense: 16, Initiative: +2
Movement 18 m, flight 27 m
S. Throws Fortitude +5, Reflex +4, Will +4
Skills Awareness +6
Languages understands Celestial, Common, Elvish, and Sylvan but cannot speak
Challenge 2 (450 XP)

*ActionsHooves.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 11 (2d6 + 4) bludgeoning damage.

Ecology

Environment: Temperate and Warm Plains

Organization: Solitary, pair, or herd (6-10) | Treasure Category: None | | — | | Description |

The pegasus is a magnificent winged horse that sometimes serves the cause of good. Although highly prized as flying mounts, pegasi are shy creatures that rarely form friendships. A typical pegasus is 1.8 meters tall at the withers, weighs 750 kg, and has a wingspan of 6 meters. Most pegasi are white, but sometimes some specimens have different colors.

The pegasus, despite appearances, is as intelligent as a human. Anyone trying to train one to be a mount will find that the pegasus is reluctant and even violent. A pegasus cannot speak, but understands Common and prefers the company of good creatures. The correct method to convince a pegasus to be a mount is to befriend it with Diplomacy, favors, and good deeds. A pegasus normally has an indifferent attitude toward good creatures, unfriendly toward neutral ones, and hostile toward evil ones. Before it can serve as a mount, a pegasus must be made friendly through a Diplomacy check or otherwise. Riding a pegasus requires an exotic saddle or Riding bareback, as a normal saddle interferes with its wings. A pegasus can fight while carrying a rider, but the rider cannot attack in turn unless they pass a Riding check. Trained pegasi do not fear combat, and the rider does not need to make a Riding check to control them.

Pegasi lay eggs that are worth 1000 gp each on the market, while the young fetch 2000 gp each. Being intelligent and good creatures, selling eggs and young is essentially slavery: in good societies, those who do so are despised or punished by law.

Pegasi mature like horses. Professional trainers ask 1000 to train a pegasus, which will serve a good or neutral rider faithfully for life.

A light load for a pegasus is up to 150 kg; a medium load is 150.5-300 kg; a heavy load is 300.5-450 kg.

In some pegasi, the blood of an ancestor who was a heroic stallion is still strong. These champions have the lifespan of a human, perfect maneuverability, fire resistance 10, a racial bonus of +4 to Saving Throws against Poisons and immunity to Petrification, an additional +4 to Attack Roll, +4 to Defense, +25 HP, +4 to all Saving Throws, and inflict +1d6 additional damage. Some can say a few words in Celestial or Common. They are aware of their superiority over hippogriffs, do not need to be trained to fly with a rider, but allow only the greatest heroes to ride them.

Pegasi and Unicorns were saved from Calicante’ **s fury towards horses only by Ljust’ **s express intercession.

Phoenix

Size/Type Gargantuan celestial, Brave, Protective, Good
Ability Str 8 Dex 6 Con 5 Int 5 Wis 6 Cha 6
Hit Points 300, Defense: 38, Initiative: +6
Movement 9 m, fly 27 m (good)
S. Throws Fortitude +20, Reflex +21, Will +21
Dam. Imm. Fire, Light, Poison, +1 weapons
Immunities grappled, restrained, paralyzed, petrified, prone, unconscious, fatigued, bleeding
Senses Darkvision 18 m, Twilight Vision 18 m
Languages Ictun, Celestial, Common, Ignan
Challenge 15 (13000 XP)

Light Awareness. The Phoenix always has the following spells active Detect Magic, Detect Disease and Poison, See Invisibility

Innate Spellcasting. The Phoenix’ **s spellcasting ability is Charisma. The Phoenix can innately cast the following spells, without the need for material components:

At will: Cure Wounds 1, Dispel Magic, Continual Flame, Remove Curse, Polymorph (only into humanoids)

3/day: Cure Wounds 5 Mass, Heal, Wall of Fire, Greater Restoration, Fire Storm

1 time: Resurrection the Phoenix, by permanently sacrificing its life, can bring a creature back to life.

ActionsMultiattack. The Phoenix can attack with two claws and its bite

Bite. Melee Weapon Attack: +12 to hit, reach 6 m, one creature.

Hit: 19 piercing damage (2d8+8 + 1d6 Light)

Claw. Melee Weapon Attack: +12 to hit, reach 6 m, one creature.

Hit: 17 slashing damage (2d6+8 + 1d6 Light)

Reaction: Opportunity Attack: the Phoenix makes an attack against a creature that moves through or out of its 6-meter reach.

Special AbilitiesRebirth

A killed Phoenix reduces to a bonfire of 3 cubic meters where a phoenix egg lies at the center. After 1d4+4 rounds, this egg hatches and becomes a perfectly healthy Phoenix. The only way to prevent rebirth is to remove the egg from the bonfire (20d6 Light damage) or use a Disintegrate spell on the egg. A Phoenix can resurrect in this way once a year; if it dies before this time has passed, the death is final. Killing a Phoenix unleashes the wrath of the Disciples of Light and the knights of Sumkjr.

Wings of flame

The Phoenix can transform its feathers into flame without using Actions. These feathers inflict 1d6 fire damage + 1d6 Light damage to all creatures within 6 meters at the start of its round.

Enraged: only legends tell of an angry Phoenix, and it is said that a Patron directly intervened.

| Ecology | | — | Environment: Deserts and warm hills

Organization: Solitary | Treasure Category: None | | Description |

Legend has it that Phoenixes are the companion birds of Ljust; they are certainly majestic and beautiful creatures that emanate a Light similar to that of the Patron of Genesis. The movement of their wings produces no sound while their voice is song. The phoenix is a legendary bird of fire and light that usually lives in deserts. They are very intelligent and wise creatures, and sometimes using their metamorphosis ability, they visit cities where they help those who fight against darkness.

Legend says that phoenixes are generated when a Knight of Sumkjir or a Disciple of Light makes the ultimate sacrifice.

Pit Fiend

Size/Type Large devil, evil
Ability Str 8 Dex 2 Con 7 Int 6 Wis 4 Cha 7
Hit Points 403, Defense: 40, Initiative: +6
Movement 9 m, flight 18 m
S. Throws Fortitude +27, Reflex +22, Will +24
Damage Res. Cold;
Dam. Imm. Fire, Poison, weapons +2
Vulnerabilities Light
Senses truesight 36 m
Languages Infernal, telepathy 36 m
Challenge 20 (25000 XP)

Magic Weapon. The pit fiend’ **s weapon attacks are magical.

Fear Aura. Any hostile creature to the devil that starts its turn within 6 meters of it must make a DC 35 Will Saving Throw, unless the devil is incapacitated. If it fails the Saving Throw, the creature is frightened until the start of its next turn. If a creature’ **s Saving Throw is successful, the creature is immune to the devil’ **s Fear Aura for the next 24 hours.

Innate Spellcasting. The pit fiend’ **s spellcasting ability is Charisma. The pit fiend can innately cast these spells, without requiring material components:

At will: Detect Magic, Fireball

3/day each: Hold Monster, Wall of Fire

Magic Resistance. The devil has +1d6 to Saving Throws against spells and other magical effects.

ActionsMultiattack. The devil makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

Claw. Melee weapon attack: +16 to hit, reach 3 m, one target.

Hits: 17 (2d8 + 8) slashing damage, 3/20 Bleeding damage.

Tail. Melee weapon attack: +16 to hit, reach 3 m, one target.

Hits: 24 (3d10 + 8) bludgeoning damage.

Mace. Melee weapon attack: +17 to hit, reach 3 m, one target.

Hits: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

Bite. Melee weapon attack: +15 to hit, reach 1 m, one target.

Hits: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 33 Fortitude Saving Throw or be poisoned. While poisoned in this way, the target can’ **t regain Hit Points, and takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the Saving Throw at the end of each of its turns, ending the effect on itself.

Reaction: Opportunity Attack: the devil makes an attack against a creature that moves through or out of its 3-meter reach.

| Ecology | | — | Environment: Any (Hell)

Organization: Solitary, pair, or council (3-9) | Treasure Category: G | | Description |

Pit fiends are powerful infernal rulers, generals of Hell’ **s armies, and advisors to archdevils. With massive bodies and malevolent intellects, they dominate infernal stretches and subjugate mortal worlds. Standing over 4 meters tall and weighing more than 500 kg, they are armored and equipped with imposing wings.

Pit fiends gather armies, transforming lemures into true devils and aim to conquer vulnerable demiplanes and mortal worlds. They obey the infernal hierarchy but can depose unworthy masters. Only the most powerful spellcasters dare to summon them, risking eternal damnation.

Planetar Angel

Size/Type Large celestial, good
Ability Str 7 Dex 5 Con 7 Int 4 Wis 6 Cha 7
Hit Points 325, Defense: 38, Initiative: +5
Movement 12 m, fly 36 m
S. Throws Fortitude +23, Reflex +21, Will +22
Skills Awareness +13
Damage Res. Light;
Immunities charmed, exhausted, frightened, +1 weapons
Senses truesight 36 m
Languages all, telepathy 36 m
Challenge 16 (15000 XP)

Angelic Weapons. The planetar’ **s weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 5d8 Light damage (already indicated in the attack).

Divine Awareness. The planetar immediately recognizes lies.

Innate Spellcasting. The planetar’ **s spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, without the need for material components:

At will: Know Traits, Invisibility (self only)

3/day: Blade Barrier, Flame Strike, Dispel Good and Evil

1/day: Commune, Control Weather, Insect Plague

Magic Resistance. The planetar has +1d6 to saving throws against spells and other magical effects.

ActionsMultiattack. The planetar makes two melee attacks.

Greatsword. Melee Weapon Attack: +13 to hit, reach 2 m, one target.

Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) Light damage.

Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any blindness, disease, curse, deafness, or poison.

Enraged:

  • The Planetar summons angelic powers to its aid. Using 3 Actions, it summons 1d4 Deva Angels.

  • The Planetar deals critical damage (2d6) every time it hits until the end of combat. Costs 1 Action.

| Ecology | | — | Environment: Any plane with good Traits

Organization: Solitary or pair | Treasure Category: Holy Greatsword +3 | | Description |

Planetars are the generals of celestial armies dedicated to destroying evil. A planetar is typically 2.7 meters tall and weighs about 250 kg. They are excellent diplomats, but against fiends they prefer war rather than negotiating peace.

Plesiosaur

Size/Type Large beast, unaligned
Ability Str 4 Dex 2 Con 3 Int -4 Wis 1 Cha -3
Hit Points 52, Defense: 16, Initiative: +2
Movement 6 m, swim 12 m
S. Throws Fortitude +5, Reflex +4, Will +3
Skills Stealth +4, Perception +3
Challenge 2 (450 XP)

Hold Breath. The plesiosaur can hold its breath for 1 hour.

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 3 m, one target.

Hit: 14 (3d6 + 4) piercing damage.

| Ecology | | — | Environment: Warm Aquatic

Organization: Solitary, pair or pack (3-6) | Treasure Category: None | | Description |

The plesiosaur is a long-necked aquatic reptile. Although technically not a dinosaur, this creature and its kind are often found hunting in lakes and oceans where dinosaurs are commonly found.

Pseudodragon

Size/Type Tiny dragon, good
Ability Str -2 Dex 2 Con 1 Int 0 Wis 1 Cha 0
Hit Points 19, Defense: 14, Initiative: +2
Movement 5 meters, flight 18 m
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Stealth +4, Awareness +3
Senses Darkvision 18 m, Blindsight 3 m
Languages understands Common and Draconic but doesn’ **t speak
Challenge 1/4 (50 XP)

Magic Resistance. The pseudodragon has +1d6 on Saving Throws against spells and other magical effects.

Keen Senses. The pseudodragon has +1d6 on Awareness checks based on sight, hearing, and smell.

Limited Telepathy. The pseudodragon can communicate simple ideas, emotions, and images telepathically with any creature within 30 meters of it that can understand a language.

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 4 (1d4 + 2) piercing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 1 m, one creature.

Hit: 4 (1d4 + 2) piercing damage and the target must succeed on a DC 11 Fortitude Saving Throw or be Confused for 1 round. If the Saving Throw is critically failed, the creature falls asleep until awakened.

| Ecology | | — | Environment: Temperate forests

Organization: Solitary, pair, or nest (3-5) | Treasure Category: R | | Description |

Pseudodragons are small relatives of true dragons, playful and shy. They communicate by chirping, hissing, growling, and purring, but can communicate telepathically with any intelligent creature. If approached peacefully with offerings of food, they are willing to share information about what is in their territory, but threats and violence make them flee.

Pseudodragons are carnivores and eat insects, rodents, small birds, and snakes, although they also eat eggs and love butter, cheese, and fish. Sometimes they hunt on the ground like lizards or by flying like birds of prey. As intelligent as most humanoids, they don’ **t like being treated as pets, and prefer to be considered friends. They distrust evil creatures, can join spellcasters and Devotees as Familiars, and some have befriended Druids and rangers or collaborate with good dragons as sentinels. Pseudodragons become Familiars only if they appreciate the spellcaster’ **s personality (and if the latter has the Familiar Feat and Charisma at least 1), but they can also bond with people whose company they appreciate. A pseudodragon might follow a character in this way for days, weeks, years, or even for life, provided they are well fed and treated with affection.

Upon reaching adulthood, a pseudodragon’ **s body is 30 centimeters long with a 60-centimeter tail, and weighs about 3.5 kg. A pseudodragon’ **s eggs are as large as chicken eggs, but of leather-like consistency and mottled brown, and females lay them in groups of 2-5 each spring. A nest of pseudodragons (which constitute a family group, and are not born from the same clutch of eggs) usually consists of a pair of adults and several nearly adult young.

Purple Worm

Size/Type Gargantuan monstrosity, unaligned
Ability Str 9 Dex -2 Con 6 Int -5 Wis -1 Cha -3
Hit Points 303, Defense: 30, Initiative: -2
Movement 15 m, burrow 9 m
S. Throws Fortitude +21, Reflex +13, Will +14
Senses Blindsight 9 m, tremorsense 18 m
Challenge 15 (13000 XP)

Tunnel Digger. The worm can burrow through solid rock at half the burrowing speed and leaves a 3-meter-diameter tunnel in its wake.

ActionsMultiattack. The worm makes two attacks: one with its bite and one with its stinger.

Bite. Melee Weapon Attack: +13 to hit, reach 3 m, one target.

Hit: 22 (3d8 + 9) piercing damage. If the target is a Large creature, it must succeed on a DC 28 Reflex Saving Throw or be swallowed by the worm. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects originating from outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm’ **s rounds.

If the worm takes 30 or more damage in a single round from a creature inside it, the worm must succeed on a DC 25 Fortitude Saving Throw at the end of that round or regurgitate all swallowed creatures, which fall prone in a space within 3 meters of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 2 Actions and exiting prone.

Stinger. Melee Weapon Attack: +13 to hit, reach 3 m, one creature.

Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 28 Fortitude Saving Throw, taking 42 (12d6) poison damage, or half as much damage if it succeeds.

Entangle. Melee Weapon Attack: +12 to hit, reach 3 m, one creature. The purple worm wraps around the creature. 2 Actions

Hit: 30 (8d6 + 9) bludgeoning damage and grappled. Each round the creature takes 15 crushing damage, DC 24 Fortitude save to escape.

| Ecology | | — | Environment: Any underground

Organization: Solitary | Treasure Category: Incidental | | Description |

Purple worms are gigantic scavengers that inhabit the deepest regions of the world, eating any organic material they encounter. They are known for swallowing their prey whole. It’ **s not unusual to hear of a group of adventurers disappearing inside the voracious jaws of a purple worm, screaming in terror as its members vanished one by one.

While searching for living creatures to devour, purple worms also swallow an enormous amount of earth and minerals as they burrow underground. The innards of a purple worm can contain a considerable number of gems and other objects capable of withstanding the corrosive acid inside its esophagus. In areas rich in precious minerals, such as those near dwarven mines, the natural tunnels created by purple worms’ ** digging are often full of a notable number of raw gold nuggets.

A purple worm generally claims a large underground cavern as its lair, and although it returns there to rest and digest food, it spends most of its time seeking prey, digging through the endless darkness or sliding along pre-existing tunnels in constant search of food to satiate its immense hunger. Although almost devoid of intellect, purple worms are rarely stupid. They are widespread as guardians among those who can control them magically or have a room in their lair large enough to accommodate them.

Quasit

Size/Type Tiny demon, shapechanger, evil
Ability Str -3 Dex 3 Con 0 Int -2 Wis 0 Cha 0
Hit Points 33, Defense: 16, Initiative: +3
Movement 12 m (3 m, flight 12 m in bat form; 12 m, climb 12 m in centipede form; 12 m, swim 12 m in toad form)
S. Throws Fortitude +3, Reflex +4, Will +3
Skills Stealth +5
Damage Res. Cold, Electricity, Fire; from non-magical weapons
Dam. Imm. Poison
Vulnerabilities cold iron, Light
Senses Darkvision 36m
Languages Abyssal, Common
Challenge 1 (200 XP)

Shapechanger. The demon can use an Action to transform into a bestial form of bat, centipede, or toad, or to return to its true form. Its statistics are the same in all forms, although attacks may vary for some of them. Any equipment it is wearing or carrying is not transformed. It returns to its true form upon death.

Magic Resistance. The demon has +1d6 to Saving Throws against spells and other magical effects.

*ActionsClaws (Bite in Beast Form).** Melee weapon attack*: +4 to hit, reach 1 m, one target.

Hits: 5 (1d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 12 Fortitude Saving Throw or take 5 (2d4) poison damage and become poisoned, -1 Strength and Dexterity, for 1 minute. The creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself if it succeeds.

Invisibility. The demon remains invisible until it attacks or ends its concentration. Anything the demon is carrying or wearing remains invisible as long as it remains in contact with the demon.

Scare (1/Day). A creature chosen by the demon that is within 6 meters of it must succeed on a DC 12 Will Saving Throw or become frightened for 1 minute. The target can repeat the Saving Throw at the end of each of its turns, with -1d6 if the demon is in line of sight, ending the effect prematurely if it succeeds on the Saving Throw.

| Ecology | | — | Environment: Any (Abyss)

Organization: Solitary or swarm (2-12) | Treasure Category: None | | Description |

The quasit is perhaps the least powerful demon, but it is not among the least respected: even quasits consider themselves superior to the hordes of Dretch and, true to their nature, the Dretch lack the courage or incentive to prove them wrong. The primary role in life of a quasit is that of a familiar in service to a spellcaster, but those quasits that escape this humiliating servitude acquire a will of their own and are much more dangerous. A typical quasit is 45 centimeters tall and weighs only 4 kg.

Unique among the demonic hordes, quasits are not born from the souls of deceased evil mortals, but from living souls: when a spellcaster seeks to summon a quasit as a familiar, their soul touches the Abyss and it reacts, creating a quasit from its matter connected to the spellcaster’ **s soul and generating a powerful bond between the two.

Newly created quasits come to life directly in the Material Plane, where they become familiars and, as long as they are subject to the will of their master, they hate and despise them, since they can perceive the pulsing of their soul and know they could aspire to something more. A quasit serves, yet observes and watches for mistakes that could cost its master’ **s life, or better, that allow it to turn against its own master. Upon the death of its master, the quasit often decides to remain in the Material Plane in search of other ways to amuse itself, usually settling in an urban area where there are many individuals to torment.

Rakshasa

Size/Type Medium fiend, evil
Ability Str 2 Dex 3 Con 4 Int 1 Wis 3 Cha 5
Hit Points 259, Defense: 32, Initiative: +3
Movement 12 m
S. Throws Fortitude +17, Reflex +16, Will +16
Skills Deception +10, Sense Emotions +8
Dam. Imm. bludgeoning, +1 weapons
Senses Darkvision 18 m
Languages Common, Infernal
Challenge 13 (10000 XP)

Limited Magic Immunity. The rakshasa is immune to effects or detection by spells of level 6 or lower unless it wishes to be subject to them. It has +1d6 on Saving Throws against all other spells and magical effects.

Innate Spellcasting. The rakshasa’ **s spellcasting ability is Charisma (+10 to hit with spell attacks). The rakshasa can cast the following spells innately without requiring material components:

At will: Disguise Self, Minor Illusion, Detect Thoughts, Mage Hand

3/Day each: Charm Person, Major Image, Detect Magic, Invisibility, Suggestion 1/Day: Dominate Person, True Seeing, fly

ActionsMultiattack. The rakshasa can make two claw attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 1 m, one target.

Hit: 9 (2d6 + 2) slashing damage, and if the target is a creature it becomes cursed. The magical curse takes effect whenever the target rests, filling the target’ **s thoughts with horrible images and dreams. The cursed target doesn’ **t benefit from finishing a rest. The curse persists until it is removed by the Remove Curse spell or similar magic.

Reaction: Opportunity Attack: the Rakshasa makes an attack against a creature that crosses or leaves its reach of 1 meter.

Ecology

Environment: Any

Organization: Solitary, pair, or cult (3-12) | Treasure Category: +1 Dagger, I | | — | | Description |

The rakshasa is an evil spirit that disguises itself as a humanoid creature so it can pursue its prey incognito. Personification of the taboos of most societies and capable of assuming the appearance of those it seeks to corrupt, a rakshasa performs many horrible actions. If they were human, their blasphemy, cannibalism, and even worse acts would mark them as criminals worthy of the cruelest of hells.

When it doesn’ **t have another form, the rakshasa appears as a humanoid with the head of an animal. It often has the head of a large feline (such as tigers or panthers) or snake (like cobras or vipers) and, although rarer, may have the head of a gorilla, jackal, vulture, elephant, mantis, lizard, rhinoceros, boar, and many others. In many cases, the type of head possessed by a rakshasa says something about its personality: a tiger-headed rakshasa is stealthy and ravenous, while one with a boar’ **s head might be gluttonous and cruel. These differences rarely affect the base statistics of the rakshasa, although there are more powerful variants of the standard with multiple heads, more potent magical powers, and strange and deadly additional special abilities.

Rakshasas despise religions; they recognize the power of the gods, but see themselves as the only beings worthy of worship by mortal races. Devout rakshasas are therefore quite rare. Although rakshasas are outsiders, they are also creatures of the Material Plane, and some believe that the first rakshasas chose this exile instead of some other role offered to them by a long-forgotten god. Although generally solitary, it is not uncommon to find large families of rakshasas working together to cause the downfall of a mortal civilization from within, through the succession of many generations.

A rakshasa is 5.9 feet tall and weighs 198 pounds.

Red Dragon Wyrmling

Size/Type Medium dragon, evil
Ability Str 4 Dex 0 Con 3 Int 1 Wis 0 Cha 2
Hit Points 89, Defense: 17, Initiative: +1
Movement 9 m, climb 9 m, fly 18 m
S. Throws Fortitude +7, Reflex +4, Will +4
Skills Stealth +2, Awareness +4
Dam. Imm. Fire
Senses Darkvision 18 m, Blindsight 3 m
Languages Draconic
Challenge 4 (1100 XP)

*ActionsBite.** Melee Weapon Attack*: +6 to hit, reach 1 m, one target.

Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 5-meter cone. Each creature in that area must make a DC 16 Reflex Saving Throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

| Ecology | | — | Environment: Warm mountains

Organization: Solitary | Treasure Category: C |

See Ancient Red Dragon Description.

Remorhaz

Size/Type Huge monstrosity, unaligned
Ability Str 7 Dex 1 Con 5 Int -3 Wis 0 Cha -3
Hit Points 224, Defense: 27, Initiative: +1
Movement 30 ft, burrow 20 ft
S. Throws Fortitude +16, Reflex +12, Will +11
Senses Darkvision 60 ft, tremorsense 60 ft
Challenge 11 (7200 XP)

Heated Body. A creature that comes into contact with the remorhaz or hits it with a melee attack while within 3 feet of it takes 10 (3d6) fire damage.

*ActionsBite.** Melee Weapon Attack*: +11 to hit, reach 10 ft, one target.

Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (DC 17 to escape). Until the grapple ends, the remorhaz cannot bite another target.

Swallow. The remorhaz makes a bite attack against a Medium or smaller target it is grappling. If the attack hits, the target takes the bite damage and is swallowed, and the grapple ends. The swallowed target is blinded and restrained, has total cover against attacks and other effects outside the remorhaz, and takes 21 (6d6) acid damage at the start of each of the remorhaz’ **s turns.

If the remorhaz takes 30 or more damage in a single round from a creature inside it, the remorhaz must succeed on a Fortitude Saving Throw DC 24 at the end of that round or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 2 Actions and exiting prone.

Ferocious. As an Action, the remorhaz drives its successful Bite even deeper, causing an additional 3d6 piercing damage. 1 Action.

Enraged: The Remorhaz heats its body even more until the end of combat, increasing to 18 (6d6) the fire damage for anyone within 3 feet.

| Ecology | | — | Environment: Cold Deserts and Glaciers

Organization: Solitary | Treasure Category: None | | Description |

In a world of ice and snow, remohrazes are particularly feared for the terrible fire that burns within their bodies. This inner fire causes plates along their back to become red-hot when the creature is particularly angry, excited, or panicked. Creatures that have adapted to arctic regions are often particularly vulnerable to fire, which makes the remorhaz’ **s primary defense incredibly powerful and ensures its role as a dangerous predator of icy regions. Remohrazes live in extensive labyrinths dug into the heart of glaciers. These beasts use their heat to dig tunnels in the ice, tunnels whose smooth glassy walls quickly refreeze along their trail, creating numerous incredibly stable mazes.

Intelligent despite their appearance, remohrazes understand the language of Giants and often form alliances with them. Frost Giants use them as weapons against their enemies, while other giants use them as living forges. A remorhaz measures 23 feet in length and weighs 11,000 pounds.

Rug of Smothering

Size/Type Large construct, unaligned
Ability Str 3 Dex 2 Con 0 Int -5 Wis -4 Cha -5
Hit Points 51, Defense: 16, Initiative: +2
Movement 3 m
S. Throws Fortitude +3, Reflex +4, Will +3
Dam. Imm. Poison
Immunities blinded, charmed, deafened, paralyzed, petrified, frightened
Senses Blindsight 18 m (blind beyond this radius)
Challenge 2 (450 XP)

False Appearance. While the rug remains motionless, it is indistinguishable from a normal rug.

Susceptibility to Anti-Magic. The rug is incapacitated while in the area of an anti-magic field. If it is the target of Dispel Magic, the rug must succeed on a Fortitude Saving Throw against the DC of the caster’ **s Saving Throw or fall unconscious for 1 minute.

Damage Transfer. While it grapples a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.

*ActionsSmother.** Melee Weapon Attack*: +6 to hit, reach 1 m, one Medium or smaller creature.

Hit: The creature is grappled (DC 14 to escape). Until the grapple ends, the target is blinded and at risk of suffocating, but the rug can’ **t smother another target. Also, at the start of each of the target’ **s turns, the target takes 10 (2d6 + 3) bludgeoning damage.

Rust Monster

Size/Type Medium Monstrosity, unaligned
Ability Str 1 Dex 1 Con 1 Int -4 Wis 1 Cha -2
Hit Points 24, Defense: 13, Initiative: +1
Movement 40 ft
S. Throws Fortitude +3, Reflex +3, Will +3
Senses Darkvision 60 ft
Challenge 1/2 (100 XP)

Iron Scent. The rust monster can pinpoint, by scent, the exact location of ferrous metals within 36 m.

Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes after dealing damage. Nonmagical ammunition made of metal that hits the rust monster is considered destroyed after inflicting damage.

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 3 ft, one target.

Hit: 5 (1d8 + 1) piercing damage.

Antennae. The rust monster corrodes nonmagical ferrous metal objects it can see within 3 feet of it. If the object isn’ **t being worn or carried, the rust monster’ **s touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a Reflex Saving Throw DC 13 to avoid the rust monster’ **s touch.

If the object touched is metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -2 penalty to the Defense it provides. Armor reduced to a Defense of 0 or shields that drop to a +0 bonus are destroyed. If the object touched is a metal weapon being held by someone, it rusts as described in the Rust Metal trait.

Ecology

Environment: Any Underground

Organization: Solitary, pair, or nest (3-10) | Treasure Category: Incidental (no metal treasure) | | — | | Description |

Of all the terrifying beasts an explorer might encounter underground, the rust monster is the one that aims for the adventurer’ **s treasure. About three feet long and weighing at least 220 pounds, the rust monster resembles a crustacean, and its alien nutritional process makes it even more frightening.

Rust monsters devour metal objects, preferring iron and steel, but also easily consuming mithral, adamantine, and enchanted metals. Any metal touched by their antennae or armored skin corrodes and reduces to powder in seconds, making them feared by adventurers and dwarf miners.

Although not inherently violent, their insatiable hunger drives them to charge anyone carrying enough metal, responding with fierce aggression to any resistance. In areas poor in metal, they may follow fleeing victims for days, sniffing out intact metals.

Fortunately, it’ **s often possible to escape the attention of a rust monster by throwing it a dense metal object, such as a shield, and running in the opposite direction. Those who frequent areas infested by rust monsters quickly learn to carry wooden or stone weapons.

Sahuagin

Size/Type Medium humanoid (sahuagin), evil
Ability Str 1 Dex 0 Con 1 Int 1 Wis 1 Cha -1
Hit Points 24, Defense: 12, Initiative: +1
Movement 30 ft, swim 40 ft
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Perception +5
Senses Darkvision 120 ft
Languages Sahuagin
Challenge 1/2 (100 XP)

Limited Amphibiousness. The sahuagin can breathe air and water, but must be submerged at least once every 4 hours to avoid suffocating.

Blood Frenzy. The sahuagin has +1d6 to melee attack rolls against any creature that doesn’ **t have all its Hit Points.

Shark Telepathy. The sahuagin can magically command any shark within 36 m of itself, using a limited form of telepathy.

ActionsMultiattack. The sahuagin can make two melee attacks: one with its bite and one with its claws or spear.

Claws. Melee Weapon Attack: +4 to hit, reach 3 ft, one target.

Hit: 3 (1d4 + 1) slashing damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 3 ft or range 20 ft, one target.

Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Bite. Melee Weapon Attack: +4 to hit, reach 3 ft, one target.

Hit: 3 (1d4 + 1) piercing damage.

| Ecology | | — | Environment: Temperate or Warm Oceans

Organization: Solitary, pair, team (5-8), patrol (11-20 plus 1 lieutenant of 3rd level and 1-2 Sharks), band (20-80 plus 100\% non-combatants, 1 lieutenant of 3rd level and 1 captain of 4th level per 20 adults, and 1-2 Sharks) or tribe (70-160 plus 100\% non-combatants, 1 lieutenant of 3rd level per 20 adults, 1 captain of 4th level per 40 adults, 9 guards of 4th level, 1-4 novices of 3rd-6th level, 1 priestess of 7th level, 1 baron of 6th-8th level, and 5-8 Sharks)

Treasure Category: NPC Equipment (Trident, Heavy Crossbow with 10 Bolts, L)

Description

Ravenous and cruel, sahuagin are, unfortunately, among the most prosperous oceanic races. Great cities have been built by this race in the dark depths of ocean trenches, and some fortresses rise near the shores from where they launch continuous assaults against the air-breathing enemies that live near the shore. Proud and warlike, sahuagin rarely ally with others, and see other aquatic races, such as aboleth, merfolk and the like as competitors. The only creatures they seem to respect beyond their own kind are sharks; in these relentless predators, the sahuagin see much of themselves. A sahuagin is 7 feet tall and weighs about 275 pounds.

Sahuagin are subject to genetic mutations, and when a mutant is born, it almost always rises to the noble or commanding ranks in society. The most common sahuagin mutation consists of an extra pair of arms (which grant two additional claw attacks or the ability to handle more weapons). Some speak of rare sahuagin malenti who don’ **t appear as shark men but as aquatic elves, though they share the bloodthirst and cruel nature of their kin. Malenti often serve sahuagin rulers as spies or assassins, but there are rumors of entire tribes made up of malenti in remote areas of the sea.

Salamander

Size/Type Large elemental, evil
Ability Str 4 Dex 2 Con 2 Int 0 Wis 0 Cha 1
Hit Points 107, Defense: 20, Initiative: +2
Movement 30 ft
S. Throws Fortitude +7, Reflex +7, Will +5
Dmg. Res. from non-magical weapons
Senses Darkvision 60 ft
Languages Ignan
Challenge 5 (1800 XP)

Heated Weapons. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (already included in the attack).

Heated Body. A creature that comes into contact with the salamander or hits it with a melee attack while within 3 feet of it takes 7 (2d6) fire damage.

ActionsMultiattack. The salamander makes two attacks: one with its spear and one with its tail.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft, one target.

Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (DC 14 to escape). Until the grapple ends, the salamander can automatically hit the target with its tail and can’ **t make tail attacks against other targets.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 3 ft, range 20 ft, one target.

Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 +4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Reaction: Opportunity Attack: the salamander makes an attack against a creature that moves through or out of its 3-foot reach.

Enraged: the Salamander concentrates its flames in a ranged attack. A creature within 9 m must make a Reflex Saving Throw DC 18 to halve the damage. The creature is hit by a globe of flames that causes 4d6 fire damage. Costs 2 Actions.

Ecology

Environment: Any (Plane of Fire)

Organization: Solitary, pair or group (3-5) | Treasure Category: Standard (Spear, P) | | — | | Description |

Salamanders are native to the Plane of Fire, where their legions of fierce fighters are much feared by other inhabitants of the Plane. Because many of the strongest Fire Elemental Races Enslave Salamanders for their Skill in metallurgy and combat ability, Salamanders hate Efreet and others with fervor.

Although their lairs exceed 480°F in temperature, Salamanders can tolerate lower temperatures. They generally do so if forced, and are even more gruff and irascible than normal in these environments. Although it comes from the Plane of Fire, the Salamander Race identifies more with the Abyss, and has great respect for Demons (especially those associated with fire, such as Balors and certain Demon Lords tied to flames). For this reason, it’ **s not unusual to encounter a large group of Salamanders in the Abyss.

Salamanders are often summoned to the Material Plane to serve as guardians or, more commonly, as manufacturers of Armor, Weapons, and other metallurgical objects, as their Skill in this field is legendary. Salamanders also infest those areas of the Material Plane where the boundary between this world and the Plane of Fire has become tenuous, such as near and inside Volcanoes.

Living in such extreme areas, Salamanders possess only treasures that withstand high temperatures, such as Swords, Armor, jewelry, Rods, and other objects that have a high melting point. Salamander society is cruel and based on power and the ability to subjugate those inferior to them. Beings inferior to Salamanders who cause problems face a slow and painful death.

Satyr

Size/Type Medium fey, chaotic
Ability Str 1 Dex 3 Con 0 Int 1 Wis 0 Cha 2
Hit Points 24, Defense: 15, Initiative: +3
Movement 40 ft
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Stealth +5, Perform +6, Perception +2
Languages Common, Elvish, Sylvan
Challenge 1/2 (100 XP)

Magic Resistance. The satyr has +1d6 to Saving Throws against spells and other magical effects.

*ActionsRam.** Melee Weapon Attack*: +4 to hit, reach 3 ft, one target.

Hit: 6 (2d4 + 1) bludgeoning damage.

Short Sword. Melee Weapon Attack: +4 to hit, reach 3 ft, one target.

Hit: 6 (1d6 + 3) piercing damage.

Short Bow. Ranged Weapon Attack: +3 to hit, range 80 ft, one target.

Hit: 6 (1d6 + 3) piercing damage.

| Ecology | | — | Environment: Temperate Forests

Organization: Solitary, pair, band (3-6) or revel (7-11) | Treasure Category: Dagger, Short Bow plus 20 Arrows, perfect pan flute, S | | Description |

Satyrs, known in many regions as fauns, are debauched and hedonistic creatures from the deeper and more primordial parts of the forests. They worship wine, music, and the pleasures of the flesh, and are renowned as libertines and dandies who court unsuspecting maidens and shepherds and leave behind a trail of embarrassing explanations and unwanted pregnancies.

Although their bodies are almost always those of attractive and well-proportioned men, the seductive abilities of satyrs lie in their musical talent. With the help of his flute, a satyr is capable of weaving a wide range of melodic spells designed to charm others and make them acquiesce to his capricious desires.

Besides constantly flirting, satyrs often serve as guardians of their forests, and those who manage to transform the faun’ **s lust into anger will likely face the most dangerous of the animals surrounding the faun. Moreover, although satyrs tend to put their enjoyment above the rights of others, they harbor no resentment against those they seduce.

Children born from these encounters are always full-blooded satyrs and are generally taken away by their unrestrained fathers immediately after birth.

Scourger

Size/Type Large monstrosity, evil
Ability Str 4 Dex -1 Con 3 Int 3 Wis 3 Cha -2
Hit Points 108, Defense: 17, Initiative: +3
Movement 3 m, climb 3 m
S. Throws Fortitude +8, Reflex +4, Will +8
Proficiencies Stealth +5, Perception +6
Senses Darkvision 18 m
Languages common, ancient languages (Latin, Greek, Celtic…)
Challenge 5 (1800 XP)

False Appearance. When the scourger remains motionless, it is indistinguishable from a normal rock formation, such as a stalagmite.

Spider Climb. The scourger can climb difficult surfaces, including upside down on ceilings, without needing to make a proficiency check.

Grasping Tendrils. The scourger can have up to six tendrils at a time. Each tendril can be attacked (Defense 16; 10 Hit Points; immunity to poison damage). Destroying a tendril doesn’ **t deal damage to the scourger, which can produce a replacement tendril on its next round. A tendril can also be broken if a creature takes an Action and succeeds on a Fortitude Saving Throw with Strength DC 17 against it.

ActionsMultiattack. The scourger can make four attacks with its tendrils, use wrap and make one bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach 2 m, one target.

Hit: 22 (4d8 + 4) piercing damage and Purulent Necrosis Disease

Purulent Necrosis: 1 day, Fortitude ST DC 15, 12 hours, 1 success, -1 Constitution.

Tendril. Melee Weapon Attack: +7 to hit, reach 15 m, one creature.

Hit: The target is grappled (DC 15 to escape). Until the grapple ends, the scourger can’ **t use the same tendril against another target.

Wrap. The scourger drags creatures grappled by it 7 meters towards itself. Fortitude ST DC 17 to avoid being moved.

Reaction: Opportunity Attack: the scourger makes a Tendril attack against a creature that moves through or out of its 6-meter reach.

Enraged: the scourger emits a nauseating cacophonic wave. All creatures within 6 meters must make a Fortitude Saving Throw DC 18 or be Nauseated until the end of the next round. Costs 2 Actions.

Ecology

Environment: Any Underground

Organization: Solitary, pair, or group (3-6) | Treasure Category: D | | — | | Description |

The scourger is an ambush hunter. Capable of modifying the coloration and shape of its body, a hidden scourger looks like a stalagmite of stone or ice (or in places with low ceilings, a column of stone or ice). In areas without these features to hide in, a scourger can compress its body to look like a boulder. The whips it can extrude are not flesh but a thick, semi-liquid material similar to partially melted wax but with the strength of an iron chain and the ability to numb flesh and weaken strength. The scourger can use these whips with great skill and make them fly up to 15 meters to steal objects that attract its attention.

Despite its alien and monstrous form, the scourger is one of the most intelligent inhabitants of the underground. They do not form vast societies (although they often live together with other underground creatures such as Brain Eaters, with whom they sometimes ally), but often gather in small groups. Particularly interested in the philosophy of life and death, and the more subtle aspects of the world’ **s most sinister and cruel religions, a scourger can talk or discuss for hours with those it initially simply tried to eat. Some stories tell of particularly gifted orators and philosophers who were kept for days or even years as pets or conversation companions by groups of scourgers; in the end, however, if they don’ **t manage to escape, the scourgers’ ** appetite eventually gets the better of their curious intelligence, especially in cases where these pets consistently outperform the wit and patience of their keepers. A scourger is 2.7 meters tall and weighs 1,100 kg.

Sea Hag

Size/Type Medium fey, evil
Ability Str 3 Dex 1 Con 3 Int 1 Wis 1 Cha 1
Hit Points 52, Defense: 15, Initiative: +1
Movement 9 m, swim 12 m
S. Throws Fortitude +5, Reflex +3, Will +3
Senses Darkvision 18 m
Languages Aquan, Common, Giant
Challenge 2 (450 XP)

Amphibious. The hag can breathe air and water.

Horrific Appearance. Any humanoid that starts its round within 9 meters of the hag and can see the hag’ **s true form must make a Will Saving Throw DC 13. On a failed save, the creature is frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, with -1d6 if the hag is in line of sight, and ending the effect if it succeeds on the Saving Throw. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the hag’ **s Horrific Appearance for the next 24 hours.

Unless the target is surprised or the revelation of the hag’ **s true form is sudden, the target can avert its eyes and avoid making the initial Saving Throw. Until the start of its next round, a creature that averts its eyes has -1d6 on attack rolls against the hag.

*ActionsClaws.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 10 (2d6 + 3) slashing damage, 1 Bleeding damage.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying in a magical illusion that makes her look like a repulsive creature of roughly the same size and humanoid shape. The illusion ends if the hag takes a Reaction to end it or if she dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand would feel the claws. Otherwise, a creature must take an Action to visually inspect the illusion and succeed on an Awareness check DC 16 to discern that the hag is disguised.

Death Glare. The hag targets one frightened creature she can see within 9 meters of her. If the target can see the hag, it must succeed on a Will Saving Throw DC 13 against this magic or drop to 0 Hit Points.

| Ecology | | — | Environment: any aquatic

Organization: solitary or coven (3 hags of any kind) | Treasure Category: R (C) | | Description |

These wicked, monstrous hags possess terrifying traits that few dare to gaze upon, they take pleasure in the discord and death of sailors, and torment seafarers with inescapable calamities. Sea hags always have a terrible appearance and, despite their voracious nature, they are generally emaciated creatures that seem about to starve to death. They are 1.8 meters tall and weigh 75 kg.

Sea hags prefer to live near the shoreline where fishing boats and merchant ships are more common, and away from urban areas so that their actions do not attract too much attention from potential enemies, although it is not unusual for a brave or greedy sea hag to settle in a port city or at the mouth of a deep river.

Sea hags form covens similar to those of other hags, but their aquatic nature generally leads them to refrain from forming mixed covens. In cases where a Green Hag lives along the coast (often in a brackish swamp or coastal marsh), a coven is formed by two sea hags who respect the Green Hag as mother and leader. Very commonly, a coven of sea hags consists of a group of particularly friendly and close sea hags.

Shadow

Size/Type Medium undead, evil
Ability Str -2 Dex 2 Con 1 Int -2 Wis 0 Cha -1
Hit Points 24, Defense: 14, Initiative: +2
Movement 12 m
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Stealth +4 (+6 in dim light or darkness)
Damage Res. Acid, Cold, Electricity, Fire, Sound; non-magical weapons
Dam. Imm. Void, Poison
Immunities grappled, restrained, paralyzed, petrified, prone, fatigued, frightened, bleeding
Senses Darkvision 18 m
Challenge 1/2 (100 XP)

Amorphous. The shadow can move through a space as narrow as 3 centimeters without squeezing.

Sunlight Weakness. While in sunlight, the shadow has -1d6 to attack rolls, Basic skill checks, and Saving Throws.

Shadow Spirit. While in an area of dim light, the Shadow regenerates 5 Hit Points at the start of its turn; if in an area of darkness, it regenerates 10 Hit Points at the start of its turn and can become invisible using 1 Action. Shadow Spirit increases the Shadow’ **s Challenge Rating by 1.

Shadow Stealth. When in dim light or darkness, the shadow can use an Action to gain +2 to Defense.

Undead Nature. A shadow doesn’ **t require air, food, drink, or sleep.

*ActionsStrength Drain.** Melee Weapon Attack*: +4 to hit, reach 1 m, one creature.

Hit: 9 (2d6 + 2) Void damage, and the target’ **s Strength score is reduced by 1. The target dies if this reduces its Strength to -5. Otherwise, the reduction lasts until the target finishes an 8-hour rest.

If a non-evil humanoid dies from this attack, a new shadow rises from its corpse within 1d4 hours.

Steal Shadow. If the shadow has already hit twice with Strength Drain, it can use an Action to steal the opponent’ **s shadow. Stealing a shadow grants the shadow 10 Temporary Hit Points. The creature regains its shadow at the next dawn.

| Ecology | | — | Environment: Any

Organization: Solitary, pair, group (3-6) or swarm (7-12) | Treasure Category: None | | Description |

The evil shadow moves along the border between the darkness of the shadows and the harsh truth of light. The shadow prefers to haunt the ruins that civilization leaves behind, where it hunts living creatures foolish enough to stumble into its territory. The shadow is a horrible undead, and as such has no apparent purposes or motivations beyond sucking life force and vitality from living beings.

Shambling Mound

Size/Type Large plant, unaligned
Ability Str 4 Dex -1 Con 3 Int -3 Wis 0 Cha -3
Hit Points 108, Defense: 17, Initiative: -1
Movement 6 m, swim 6 m
S. Throws Fortitude +8, Reflex +4, Will +5
Skills Stealth +2
Damage Resistance Cold, Fire
Damage Immunity Lightning
Immunities blinded, deafened, fatigued
Senses Blindsight 18 m (blind beyond this radius)
Challenge 5 (1800 XP)

Lightning Absorption. Whenever the shambling mound takes lightning damage, it takes no damage and regains a number of Hit Points equal to the lightning damage dealt.

ActionsMultiattack. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller creature, the target is grappled (DC 14 to escape) and the shambling mound uses Engulf on it.

Slam. Melee weapon attack: +7 to hit, reach 1 m, one target.

Hits: 13 (2d8 + 4) bludgeoning damage.

Engulf. The shambling mound engulfs a Medium or smaller creature it has grappled. The engulfed target is blinded and unable to breathe, and must succeed on a Fortitude Saving Throw DC 17 at the start of each of the mound’ **s turns or take 13 (2d8 + 4) bludgeoning damage. If the shambling mound moves, the engulfed target moves with it. The shambling mound can engulf only one creature at a time.

Enraged: The Shambling Mound releases a wave of electricity. All creatures within 3 meters take 3d6 lightning damage. Costs 2 Actions.

| Ecology | | — | Environment: Temperate Forests or Swamps

Organization: Solitary | Treasure Category: A | | Description |

Shambling mounds, also called simply shamblers, look like masses of rotting vegetation. They are intelligent carnivorous plants, with a weakness for elven flesh. The brain and sensory organs are located in the upper part of the body. Shambling mounds usually have a circumference of 2.3 meters and are 1.8 to 2.7 meters tall. They weigh about 1,900 kg.

Shambling mounds are strange creatures, more like a tangle of parasitic vines than a single rooted plant. They are omnivores, capable of drawing sustenance from anything, clinging to trees to suck their sap, inserting roots into the ground to absorb simple nutrients, or consuming flesh and bones from prey.

Shambling mounds are incredibly stealthy in their natural environment. They blend in with the surrounding terrain and can wait motionless for days for potential prey to arrive. They can be practically anywhere and attack at any time without any warning and without caring whether there are survivors or not, as long as they have something to eat.

Shambling mounds usually lead a nomadic and solitary existence in deep forests and fetid swamps but can also be found underground, amid groves of fungi. Disturbing rumors speak of groups of shambling mounds gathering around large mounds in the depths of jungles and swamps, often during violent lightning storms. The reason for this behavior is unknown, and many sages wonder if there isn’ **t some dark and alien purpose behind it.

Shield Guardian

Size/Type Large construct, unaligned
Ability Str 4 Dex -1 Con 4 Int -2 Wis 0 Cha -4
Hit Points 146, Defense: 20, Initiative: -1
Movement 9 m
S. Throws Fortitude +11, Reflex +6, Will +7
Dam. Imm. Poison
Immunities charmed, paralyzed, fatigued, frightened
Senses Darkvision 18 m, Blindsight 3 m
Languages understands commands given in any language but cannot speak
Challenge 7 (2900 XP)

Spell Storing. A spellcaster who wears the shield guardian’ **s amulet can cause the guardian to store a spell of 4th level or lower. To do so, the spellcaster must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer of the amulet or when a predefined situation arises set by the spellcaster, the guardian casts the stored spell with all parameters set by the original caster, requiring no components. When the spell is cast or any new spell is stored, any previously stored spell is lost.

Construct Nature. The guardian doesn’ **t need air, food, drink, or sleep.

Regeneration. The shield guardian regains 10 Hit Points at the start of its turn if it has at least 1 hit point.

Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the wearer of the amulet can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 18 meters of the amulet’ **s wearer, half of any damage taken by the wearer (rounded down) is transferred to the guardian. If the amulet is destroyed, the guardian is incapacitated until a replacement amulet is created. The shield guardian’ **s amulet can be subject to direct attack if it is not being worn or carried by anyone. It has a Defense of 10, 10 Hit Points, and immunity to poison damage. Crafting an amulet requires 1 week and costs 10,000 gp in components.

ActionsMultiattack. The golem makes two fist attacks.

Fist. Melee Weapon Attack: +8 to hit, reach 1 m, one target.

Hit: 14 (3d6 + 4) bludgeoning damage.

Reaction: Shield. When a creature attacks the wearer of the guardian’ **s amulet, the guardian grants a +2 bonus to its Defense, if within 1 meter of its controller.

Shrieking Fungus

Size/Type Medium plant, unaligned
Ability Str -5 Dex -5 Con 0 Int -5 Wis -4 Cha -5
Hit Points 15, Defense: 7, Initiative: -5
Movement 0 m
S. Throws Fortitude +3, Reflex +3, Will +3
Immunities blinded, deafened, frightened
Senses Blindsight 9 m (blind beyond this range)
Challenge 0 (10 XP)

False Appearance. While the shrieking fungus remains motionless, it is indistinguishable from a normal fungus.

ActionsShriek. When a bright light or a creature comes within 9 meters of the shrieking fungus, it emits a shriek audible up to 90 meters away. The shrieking fungus continues to shriek until the source of the disturbance has moved out of range and for an additional 1d4 rounds, or until its cap has deflated.

| Ecology | | — | Environment: Any underground

Organization: Solitary, pair, or patch (3-12) | Treasure Category: Incidental | | Description |

A shrieking fungus is about 50 cm tall, with a broad brown cap. Once it has emitted a shriek, the cap reinflates in 1d3 minutes.

It is said that cooks of the depths specialize in cooking these mushrooms into exquisite dishes. The most skilled ones can even manage not to deflate the cap.

Silku

Size/Type Medium demon, evil
Ability Str 2 Dex 2 Con 3 Int 1 Wis 0 Cha 2
Hit Points 52, Defense: 16, Initiative: +2
Movement 9 m
S. Throws Fortitude +5, Reflex +4, Will +3
Skills Stealth +2, Deception +5
Damage Res. Cold, Electricity; from non-magical or non-silvered weapons
Dam. Imm. Poison
Vulnerabilities cold iron, Light
Senses Darkvision 36m
Languages Abyssal, Common
Challenge 2 (200 XP)

Magic Resistance. The demon has +1d6 to Saving Throws against spells and other magical effects.

*ActionsClaws.** Melee weapon attack*: +4 to hit, reach 1 m, one target.

Hits: 6 (1d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 14 Fortitude Saving Throw or take 5 (2d4) poison damage

Change Appearance (at will). The Silku can appear as a medium-sized humanoid at will. A DC 16 Awareness check is required to perceive its true appearance. 2 Actions

Regeneration. The Silku regenerates 2 HP at the end of its turn unless it has been damaged with acid or fire, the effect is active even if the Silku has negative Hit Points.

| Ecology | | — | Environment: Any (Abyss)

Organization: Small groups (3-6) | Treasure Category: P | | Description |

“…Their faces had something strange about them, they were like… blurred, it was the only part of their body that I couldn’ **t bring into focus. Surprised by the strangeness, I blinked several times and concentrated my gaze on the faces of both. I felt a strange tingling on my face and then my vision cleared. I widened my eyes and stepped back, as terror took hold of me. Their faces weren’ **t human. They both had grayish, wrinkled skin, a flattened nose and long canines protruding from their mouths, large ears and small, black eyes. It looked like the muzzle of a bat.”

From The Guardian of Falkonia, novel by Federica Angeli

Silver Dragon Wyrmling

Size/Type Medium dragon, good
Ability Str 4 Dex 0 Con 3 Int 1 Wis 0 Cha 2
Hit Points 52, Defense: 14, Initiative: +1
Movement 9 m, fly 18 m
S. Throws Fortitude +5, Reflex +3, Will +3
Skills Stealth +2, Awareness +4
Dmg. Imm. Cold
Senses Darkvision 18 m, Blindsight 3 m
Languages Draconic
Challenge 2 (450 XP)

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 9 (1d10 + 4) piercing damage.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Cold Breath. The dragon exhales an icy blast in a 5-meter cone. Each creature in that area must make a DC 14 Fortitude Saving Throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 5-meter cone. Each creature in that area must succeed on a DC 14 Fortitude Saving Throw or be paralyzed for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success.

| Ecology | | — | Environment: Temperate Mountains

Organization: Solitary | Treasure Category: C | | Description |

Among all dragons, silver dragons are the most courageous, and adhere to a chivalric code that requires them to help the weak, defeat evil, and behave honorably.

Skeleton

Size/Type Medium undead, evil
Ability Str 0 Dex 2 Con 2 Int -2 Wis -1 Cha -3
Hit Points 19, Defense: 14, Initiative: +2
Movement 30 ft
S. Throws Fortitude +3, Reflex +3, Will +3
Dmg. Res. piercing, slashing
Dmg. Imm. Poison
Immunities fatigued, bleeding
Senses Darkvision 60 ft
Languages understands all languages it knew in life but cannot speak
Challenge 1/4 (50 XP)

Undead Nature. The skeleton doesn’ **t need air, food, drink, or sleep.

Short Sword. Melee Weapon Attack: +4 to hit, reach 3 ft, one target.

Hit: 5 (1d6 + 2) piercing damage.

Short Bow. Ranged Weapon Attack: +4 to hit, range 80 ft, one target.Hit: 5 (1d6 + 2) piercing damage.

| Ecology | | — | Environment: Any

Organization: Any | Treasure Category: None (Broken Chain Mail, Broken Scimitar) | | Description |

Skeletons are animated bones of the dead, brought to unlife by sacrilegious magic. For the most part, skeletons are mindless automatons.

Solar Angel

Size/Type Large celestial, good
Ability Str 8 Dex 6 Con 8 Int 7 Wis 7 Cha 10
Hit Points 426, Defense: 46, Initiative: +7
Movement 15 m, fly 45 m
S. Throws Fortitude +29, Reflex +27, Will +28
Skills Awareness +16
Damage Res. Light; Fire, Cold, Electricity
Immunities charmed, poisoned, exhausted, frightened, +2 weapons
Senses truesight 36 m
Languages all, telepathy 36 m
Challenge 21 (33000 XP)

Angelic Weapons. The solar’ **s weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 6d8 Light damage (already included in the attack).

Divine Awareness. The solar immediately recognizes lies.

Innate Spellcasting. The solar’ **s spellcasting ability is Charisma (spell save DC 25). The solar can innately cast the following spells, without the need for material components:

At will: Know Traits, Invisibility (self only)

3/day: Blade Barrier, Flame Strike, Dispel Good and Evil

1/day: Commune, Control Weather

Magic Resistance. The solar has +1d6 to saving throws against spells and other magical effects.

ActionsMultiattack. The solar makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +16 to hit, reach 1 m, one target.

Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) Light damage.

Slaying Longbow. Ranged Weapon Attack: +17 to hit, range 45m, one target.

Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) Light damage. If the target is a creature with 100 hit points or fewer, it must succeed on a Fortitude saving throw DC 35 or die.

Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 1 meter of it. If the solar can see the sword, as a free action it can mentally command it to fly up to 15 meters and either make an attack against a target or return to the solar’ **s hand. If the flying sword is the target of an effect, it is treated as if the solar were wielding it. If the solar dies, the floating sword falls to the ground.

Healing Touch (4/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any blindness, disease, curse, deafness, or poison.

The solar can take 3 bonus actions, chosen from the options below. It can use only one bonus action at a time and only at the end of another creature’ **s turn. The solar regains its expended bonus actions at the start of its own turn.

Searing Burst (Costs 2 Actions). The solar emits divine magical energy. Each creature of its choice within a 3-meter radius must make a Reflex saving throw DC 35, taking 14 (4d6) fire damage plus 14 (4d6) Light damage on a failed save, or half as much on a successful one.

Blinding Gaze (Costs 3 Actions). The solar targets a creature within 9 meters that it can see. If the target can see the solar, the target must succeed on a Fortitude saving throw DC 35 or be blinded until magic such as Lesser Restoration removes the blindness.

Teleport. The solar magically teleports up to 36 meters away, along with any equipment it is wearing or carrying, to an unoccupied space it can see.

| Ecology | | — | Environment: Any plane with good Traits

Organization: Solitary or pair | Treasure Category: Full Plate +5, Dancing Greatsword +5, Composite Longbow +5 | | Description |

Solars are the most powerful among angels, usually the right hand of deities or champions of important causes. They have an almost human appearance and are about 2.7 meters tall, with silver or golden skin. They are blessed with powerful magical abilities and are capable of killing the strongest evil creatures.

Solars can track powerful enemies and are known as monster slayers. Some protect supernatural concepts, objects, or creatures of great importance, such as conduits of solar energy or the chains that imprison evil deities. They can become prophets and gurus, laying the foundations for great religions.

Although not deities, their power approaches that of demigods, and they often serve as advisors to young deities. They are created as servants of the gods, amalgamating good souls and pure divine energy. Some solars come from the promotion of lesser angels like devas and planetars.

Solars who spend time on the Material Plane can influence human bloodlines, creating half-celestial descendants. They tend to avoid direct contact with their offspring to avoid shame, but they monitor and help from afar.

Respected by all angels, solars sometimes command armies against the legions of Hell and the hordes of the Abyss.

Specter

Size/Type Medium undead, evil
Ability Str -5 Dex 2 Con 0 Int 0 Wis 0 Cha 2
Hit Points 33, Defense: 15, Initiative: +2
Movement 0 ft, fly 50 ft, hover
S. Throws Fortitude +3, Reflex +3, Will +3
Skills Stealth +8,Perception +3
Dmg. Res. Acid, Cold, Fire, Electricity, Thunder, from Void, from non-magical weapons
Immunities charmed, frightened, fatigued, grappled, paralyzed, petrified, poison, prone, restrained
Senses Darkvision 60 ft
Languages Expiran
Challenge 1 (200 XP)

Incorporeal Movement. The specter can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the specter has -1d6 to Attack Rolls and Perception checks.

ActionsLife Drain. Touch Attack: +4 to hit, reach 3 ft, one target.

Hit: 10 damage (3d6) from Void. The creature loses the same amount from Maximum Hit Points. The specter regains 2 Hit Points.

| Ecology | | — | Environment: Any

Organization: Solitary | Treasure Category: none | | Description |

Specters are evil undead that hate sunlight and living beings. Their genesis is often due to the violent death of murderers and evil beings. Like ghosts, specters haunt the places where they died and try to bring others with them.

A specter closely resembles how it was in life and can be easily recognized by those who knew the individual or had seen its face in paintings or drawings.

Spined Devil

Size/Type Small devil, evil
Ability Str 0 Dex 2 Con 1 Int 0 Wis 2 Cha -1
Hit Points 51, Defense: 16, Initiative: +2
Movement 6 m, flight 12 m
S. Throws Fortitude +3, Reflex +4, Will +4
Damage Res. Cold; from non-magical or non-silvered weapons
Dam. Imm. Fire, Poison
Vulnerabilities silver, Light
Senses Darkvision 36m
Languages Infernal, telepathy 36 m
Challenge 2 (450 XP)

Magic Resistance. The devil has +1d6 to Saving Throws against spells and other magical effects.

Flyby. The devil doesn’ **t provoke opportunity attacks when it flies out of an enemy’ **s reach.

Limited Spines. The devil has twelve tail spines. Used spines regrow at midnight.

Devil’ **s Sight. The devil’ **s Darkvision is not limited by magical darkness.

ActionsMultiattack. The devil makes two attacks: one with its bite and one with its fork or two with its tail spines.

Fork. Melee weapon attack: +4 to hit, reach 1 m, one target.

Hits: 3 (1d6) piercing damage.

Bite. Melee weapon attack: +4 to hit, reach 1 m, one target.

Hits: 5 (2d4) slashing damage.

Tail Spine. Ranged weapon attack: +4 to hit, range 6m, one target.

Hits: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.

| Ecology | | — | Environment: Any (Hell)

Organization: Solitary, pair, group (3-5) or platoon (6-11) | Treasure Category: J | | Description |

Sentinels of the vaults of Hell, jailers of the blackest souls, and living weapons of the infernal forges. A Spined Devil loves to feel warm blood on its spines and prefers to throw itself into the fray when given the opportunity to fight. Spined Devils are collectors and organizers. If left to act freely, these devils’ ** hideouts often display the impaled trophies of old victims. Most spined devils are over 2.1 meters tall and weigh 150 kg, although their lean, muscular bodies appear larger due to the constantly growing spikes that protrude from their bodies, sharp as blades.

Spirit Naga

Size/Type Large monstrosity, evil
Ability Str 4 Dex 3 Con 2 Int 3 Wis 2 Cha 3
Hit Points 162, Defense: 25, Initiative: +3
Movement 40 ft
S. Throws Fortitude +10, Reflex +11, Will +10
Dam. Imm. Poison
Condition Imm. charmed
Senses Darkvision 60 ft
Languages Abyssal, Common
Challenge 8 (3900 XP)

Spellcasting. The naga has MC 10. Its spellcasting ability is Intelligence (+6 to hit with spell attacks), and it requires only verbal components to cast its spells. The naga has the following spells prepared:

Cantrips (at will): Minor Illusion, Mage Hand, Ray of Frost

1st level (4 slots): Charm Person, Detect Magic, Sleep

2nd level (3 slots): Hold Person, Detect Thoughts

3rd level (3 slots): Lightning Bolt, Water Breathing

4th level (3 slots): Blight, Dimension Door

5th level (2 slots): Dominate Person

Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a Wish spell can prevent this trait from functioning.

*ActionsBite.** Melee Weapon Attack*: +9 to hit, reach 10 ft, one creature.

Hit: 7 (1d8 + 4) piercing damage, and the target must make a Fortitude Saving Throw DC 20, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

Reaction: Opportunity Attack: the naga makes a spitting attack against a creature that moves through or leaves its 10-foot reach.

Sprite

Size/Type Tiny fey, good
Ability Str -4 Dex 4 Con 0 Int 2 Wis 1 Cha 0
Hit Points 19, Defense: 16, Initiative: +4
Movement 10 ft, fly 40 ft
S. Throws Fortitude +3, Reflex +4, Will +3
Skills Stealth +8 (the check is made with -1d6 if the sprite is flying),Perception +3
Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP)

*ActionsLongsword.** Melee Weapon Attack*: +3 to hit,

reach 3 ft, one target.

Hit: 1 slashing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 40 ft, one target.

Hit: 1 piercing damage. If the target is a creature, it must succeed on a Fortitude Saving Throw DC 10 or become poisoned, -1 Strength and Dexterity, for 1 minute. If the result of this saving throw is 5 or less, the target falls unconscious for the same duration, or until it takes damage or another creature uses an Action to wake it up.

Invisibility. The sprite remains invisible until it attacks or ends its concentration. Anything the sprite is carrying or wearing remains invisible as long as it remains in contact with the sprite.

Heart Sight. The sprite touches a creature and magically knows the creature’ **s current emotional state. If the target fails a Fortitude Saving Throw DC 10, the sprite also knows the creature’ **s Traits. Celestials, fiends, and undead automatically fail this Saving Throw.

| Description | | — |

Sprites gather in groups in the depths of woodland regions, united in the cause to protect nature. Entire tribes of sprites have declared themselves the protectors of a specific person, place, or creature of particular significance in their lands, even if the being does not desire or need any protection.

A sprite’ **s body is naturally luminous, although the creature can vary the color and intensity of the light emitted from its body as it wishes. Immediately after its death, a sprite’ **s body dissolves into a shimmering mist. Sprites are the smallest of the fey, standing just over 9 inches tall and rarely weighing more than 2 pounds.

In many ways, sprites are more primitive than most fey. They appreciate the company of their own kind, but tend to distrust other fey and assume that any humanoid or creature they haven’ **t expressly chosen to protect wants to harm them. Even animals are usually considered dangerous by them. The reason for this mistrust is largely due to the tiny size of these creatures, which makes them easy prey for predators. Therefore, a sprite’ **s initial reaction to danger is to flee: it typically uses its magical abilities to slow down or distract pursuers, and then relies on its flying speed and size to escape.

Although sprites themselves have an uncultivated and wild nature, they have a healthy curiosity for all things with innate magic. They are particularly attracted to places of great latent magical power, such as the ruins of ancient temples. This curiosity also makes them unusually suited to the role of familiars. A chaotic 5th-level spellcaster can obtain a sprite as a familiar if they have the Familiar Feat.

Steam Mephit

Size/Type Small elemental, evil
Ability Str -3 Dex 0 Con 0 Int 0 Wis 0 Cha 1
Hit Points 19, Defense: 12, Initiative: +0
Movement 9 m, fly 9 m
S. Throws Fortitude +3, Reflex +3, Will +3
Dam. Imm. Poison
Senses Darkvision 18 m
Languages Aquan, Ignan
Challenge 1/4 (50 XP)

Innate Spellcasting (1/Day). The mephit can innately cast Blur, requiring no material components. Its innate spellcasting ability is Charisma.

Elemental Nature. A mephit doesn’ **t need food, drink, or sleep.

Death Burst. When the mephit dies, it explodes in a cloud of steam. Each creature within 1 meter of it must succeed on a Reflex Saving Throw DC 10 or take 4 (1d8) fire damage.

*ActionsClaws.** Melee Weapon Attack*: +4 to hit, reach 1 m, one creature.

Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.

Steam Breath (Recharge 6). The mephit exhales a 5-meter cone of scalding steam. Each creature in that area must make a Reflex Saving Throw DC 10, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

| Ecology | | — | Environment: Any (elemental plane of fire)

Organization: Solitary, pair, group (3-6) or swarm (7-12) | Treasure Category: J | | Description |

Mephits are the servants of powerful elemental creatures. The key sites and locations of the elemental planes are filled with mephits bustling to perform an important duty or task.

Steam mephits are commonly found on the Plane of Fire. These mephits are insolent and contemptuous.

Stirge

Size/Type Tiny beast, unaligned
Ability Str -3 Dex 3 Con 0 Int -4 Wis -1 Cha -2
Hit Points 17, Defense: 15, Initiative: +3
Movement 10 ft, fly 40 ft
S. Throws Fortitude +3, Reflex +3, Will +3
Senses Darkvision 60 ft
Challenge 1/8 (25 XP)

*ActionsBlood Drain.** Melee Weapon Attack*: +3 to hit, reach 3 ft, one creature.

Hit: 5 (1d4 + 3) piercing damage and the stirge attaches to the target. While attached, the stirge doesn’ **t attack. Instead, at the start of each of the stirge’ **s turns, the target loses 5 (1d4 + 3) Hit Points due to blood loss.

The stirge can detach itself by spending 1 Action. It does so automatically after it has drained 10 Hit Points of blood from the target or the target dies. A creature, including the target, can use an Action to detach the stirge.

Ecology

Environment: Warm and temperate swamps

Organization: Solitary, colony (2-4), flock (5-8), swarm (9-14) or plague (15-40) | Treasure Category: None | | — | | Description |

Stirges are dangerous bloodsuckers that infest swamps and prey on wildlife, livestock, and unwary travelers. Although individually weak, swarms of these creatures are capable of draining a man in minutes, leaving behind only a desiccated corpse.

More similar to mammals than insects, stirges take flight with their four fleshy wings, seeking warm-blooded prey. They often hide near drinking water holes waiting for travelers to lower their guard before attacking and drinking their fill, driving their proboscises into exposed veins. After feeding, they fly away to hide in the mud and among the reeds to lay their eggs and rest until hunger drives them to hunt again.

Stirges are usually about 12 inches long, with a wingspan of about twice that, and weigh less than 1 pound. They are rusty red or reddish-brown in color, with a dirty yellow belly, but those that have not fed adequately are pale pink.

Stone Giant

Size/Type Huge giant, neutral
Ability Str 6 Dex 2 Con 5 Int 0 Wis 1 Cha -1
Hit Points 148, Defense: 23, Initiative: +2
Movement 12 m
S. Throws Fortitude +12, Reflex +9, Will +8
Skills Athletics +12
Senses Darkvision 18 m
Languages Giant
Challenge 7 (2900 XP)

Stone Camouflage. The giant has +1d6 on Stealth (Hiding) checks made to hide in rocky terrain.

ActionsMultiattack. The giant makes two attacks with its greatclub.

Greatclub. Melee Weapon Attack: +9 to hit, reach 5 meters, one target.

Hit: 19 (3d8 + 6) bludgeoning damage.

Wide Swing. Melee Weapon Attack: +9 to hit, reach 3 meters, with a single attack can hit two creatures in melee close to each other.

Rock. Ranged Weapon Attack: +8 to hit, range 18m, one target.

Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Fortitude Saving Throw or fall prone.

Reaction: Opportunity Attack: The stone giant makes an attack against a creature that moves through or out of its 3-meter reach.

Reaction: Catch Rocks. If a rock or similar object is thrown at the giant, the giant can, with a successful DC 10 Reflex Saving Throw, catch the projectile and take no bludgeoning damage from it.

Enraged: The Stone Giant concentrates its energies making the skin as hard as stone. Until the end of the next round it gains Damage Reduction equal to 13. Costs 2 Actions

Ecology

Environment: Temperate mountains

Organization: Solitary, group (2-5), band (4-8), hunting party (9-12 plus 1 Elder) or tribe (13-30 plus 35\% noncombatants, 1-3 Elders and 4-6 Dire Bears) | Treasure Category: Giant Greatclub, P | | — | | Description |

Stone giants prefer thick leather garments, dyed in shades of brown and gray to blend in with the stone that surrounds them. Adults are about 3.6 meters tall, weigh around 750 kg, and can live up to 800 years.

Stone giants fight at range if possible, but if they cannot avoid melee, they use massive stone clubs. One of the stone giants’ ** favorite tactics is to stand still, camouflaged with the landscape, then advance hurling rocks and surprise enemies.

Stone giants prefer to live in huge caves on rocky peaks. They rarely live more than a few days’ ** journey from other bands of stone giants and raise shared herds of goats and other livestock.

Older stone giants tend to move away from the tribe for long periods, to live in solitude somewhere or attempting to fit into other humanoid civilizations. After decades of self-imposed exile, those who return are known as Stone Giants Elders.

Stone Golem

Size/Type Large construct, unaligned
Ability Str 6 Dex -1 Con 5 Int -4 Wis 0 Cha -5
Hit Points 205, Defense: 24, Initiative: -1
Movement 9 m
S. Throws Fortitude +15, Reflex +9, Will +10
Dam. Imm. Poison
Immunities charmed, paralyzed, petrified, fatigued, frightened
Senses Darkvision 36m
Languages understands the languages of its creator but cannot speak
Challenge 10 (5900 XP)

Damage Reduction. The clay golem has hardness 10/- against non-magical weapons.

Magic Weapons. The golem’ **s weapon attacks are magical.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Construct Nature. A golem doesn’ **t need air, food, drink, or sleep.

Magic Resistance. The golem has +1d6 on Saving Throws against spells and other magical effects.

ActionsMultiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 1 m, one target.

Hit: 19 (3d8 + 6) bludgeoning damage.

Reaction: Sharp Rock: the golem reacts to an attack it receives by gaining 1 bonus damage to its slam attack.

Slow (Recharge 5-6). The golem targets one or more creatures within 3 meters of it that it can see. Each target must make a Will Saving Throw DC 24 against this magic. On a failed save, the target is Slowed 2/1 minute. The target can repeat the Saving Throw at the end of each of its rounds, ending the effect on itself on a success.

| Ecology | | — | Environment: Any

Organization: Solitary or group (2-4) | Treasure Category: None | | Description |

A stone golem has a humanoid body made of stone, often stylized to suit its creator. For example, it can be sculpted to appear wearing armor, with special symbols carved on the breastplate, or have designs inlaid in the stone of its limbs. The head is often carved to look like a helmet or the head of some beast. Although it may be sculpted with a shield or a stone weapon such as a sword, these aesthetic choices do not affect its combat abilities.

Like most golems, a stone golem cannot speak and emits no sound other than that of stone rubbing against stone when it moves. A stone golem stands 2.7 meters tall and weighs about 1000 kg.

There are numerous variants of Stone Golems, depending on the materials they are made of but also as expressions of elemental spirits, that is, it is possible for an elemental spirit to inhabit a rock (or gem) and define its appearance and animate it as its own body.

Construction The body of a stone golem is carved from a single block of hard stone, such as granite, weighing at least 1,500 kg. The stone must be of exceptional quality, and cost 5000 gp.

Storm Giant

Size/Type Huge giant, good
Ability Str 9 Dex 2 Con 5 Int 3 Wis 4 Cha 4
Hit Points 262, Defense: 31, Initiative: +3
Movement 15 m, swim 15 m
S. Throws Fortitude +18, Reflex +15, Will +17
Skills Arcana +8, Athletics +14, History +8
Damage Res. Cold
Dam. Imm. Lightning, Thunder
Languages Common, Giant
Challenge 13 (10000 XP)

Amphibious. The giant can breathe air and water.

Innate Spellcasting. The giant’ **s spellcasting ability is Charisma. The giant can innately cast these spells, without needing material components:

At will: Feather Fall, detect magic, levitation, Light

3/day each: Control Weather, Water Breathing

ActionsMultiattack. The giant makes two attacks with its greatsword.

Greatsword. Melee Weapon Attack: +12 to hit, reach 3 m, one target.

Hit: 30 (6d6 + 9) slashing damage.

Wide Swing. Melee Weapon Attack: +12 to hit, reach 3 meters, with a single attack can hit two creatures in melee close to each other.

Rock. Ranged Weapon Attack: +11 to hit, range 18m, one target.

Hit: 35 (4d12 + 9) bludgeoning damage.

Reaction: Opportunity Attack: The storm giant makes an attack against a creature that moves through or out of its 3-meter reach.

Lightning Strike (Recharge 5-6). The giant hurls a magical lightning bolt at a visible point within 150 meters of itself. Each creature within 3 meters of that point must make a DC 25 Reflex Saving Throw, taking 54 (12d8) lightning damage on a failed save, or half as much on a successful one.

Enraged: The storm giant charges the entire area around itself with electricity until the end of combat. A creature that ends its round within 6 meters of the giant takes 13 (3d8) lightning damage. Costs 1 Action.

| Ecology | | — | Environment: Any warm

Organization: Solitary or family (2-5 plus 1 wizard or Devotee of 7th-10th level, 1-2 Rocs, 2-6 Griffons and 2-8 Sharks) | Treasure Category: Perfect Plate Armor, Perfect Composite Longbow [Strength +9] with 20 Arrows, Perfect Greatsword, H | | Description |

Storm giants tend to have tanned complexions, though rare specimens have purple skin, purple or dark blue hair, and silver-gray or purple eyes. The color purple is considered auspicious among storm giants, and those who possess it tend to become leaders among their people. Adults are normally 6.3 meters tall and weigh 6000 kg. Storm giants can live up to 600 years.

When at rest, they prefer to wear short tunics and wide belts at the waist, sandals or bare feet, and a headband. They wear few jewels of simple but excellent workmanship, the most common being anklets (preferred by barefoot giants), rings or diadems. But when equipped for battle, they wear shining plate armor and wield enormous greatswords and bows.

As their name suggests, they are prone to violent mood swings. Storm giants are quick to anger in the face of evil and can be brutal and dangerous enemies when insulted. In battle, they prefer to rain arrows on their enemies, drawing their greatswords only after opponents have approached.

Storm giants live in beautiful towers, castles, or in walled settlements and love to cultivate the land. They own huge well-tended gardens and manage hundreds of acres of crops per group. They often employ other humanoids, such as Elves or Humans, as support to run their immense farms. A storm giant enclave often takes responsibility for the security of an entire island or coastline.

Succubus

Size/Type Medium demon, evil
Ability Str -1 Dex 3 Con 1 Int 2 Wis 1 Cha 5
Hit Points 87, Defense: 20, Initiative: +3
Movement 9 m, flight 18 m
S. Throws Fortitude +5, Reflex +7, Will +5
Skills Stealth +5, Detect Emotions +5, Awareness +5, Deception +9
Damage Res. Cold, Electricity, Fire, Poison; from non-magical weapons
Senses Darkvision 18 m
Vulnerabilities cold iron, Light
Languages Abyssal, Common, Infernal, telepathy 18 m
Challenge 4 (1100 XP)

Telepathic Bond. The fiend ignores range restrictions of its telepathy when communicating with a creature it has charmed. The two don’ **t even need to be on the same plane of existence.

Shapechanger. The fiend can use an Action to transform into a Small or Medium humanoid, or back into its true form. Without the wings, the fiend loses its flying speed. Except for its size and speed, its statistics are the same in all forms. Any equipment it is wearing or carrying isn’ **t transformed. It reverts to its true form when it dies.

*ActionsClaw (Fiend Form Only).** Melee weapon attack*: +6 to hit, reach 1 m, one target.

Hits: 6 (1d6 + 3) slashing damage.

Charm. A humanoid visible to the fiend within 9 meters of it must succeed on a DC 16 Will Saving Throw or be magically charmed for 1 day. The charmed target obeys the fiend’ **s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the Saving Throw, ending the effect if it succeeds. If the target succeeds on the Saving Throw against the effect, or if the effect ends, the target is immune to the fiend’ **s Charm for the next 24 hours.

The fiend can only have one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss. The fiend kisses a charmed creature or a willing creature. The target must make a DC 16 Fortitude Saving Throw against this magic, taking 32 (5d10 + 5) damage on a failed save, or half as much damage on a successful one. The fiend regains half of the Hit Points lost by the creature. The target’ **s maximum Hit Points are reduced by an amount equal to the damage taken. This reduction persists until dawn. The target dies if this effect reduces its maximum Hit Points to 0.

Ethereal Form. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

| Ecology | | — | Environment: Any (Abyss)

Organization: Solitary, pair, or harem (3-12) | Treasure Category: I | | Description |

Among the demonic hordes, a succubus can often reach very high levels of power, using her manipulations and sensual charm, and many demonic wars rage because of the subtle machinations of these creatures. A succubus originates from the souls of particularly libidinous and greedy evil mortals.

Tarrasque

Size/Type Colossal monstrosity, unaligned
Ability Str 10 Dex 0 Con 10 Int -2 Wis 0 Cha 0
Hit Points 615, Defense: 52, Initiative: +0
Movement 80 ft
S. Throws Fortitude +40, Reflex +30, Will +30
Dmg. Imm. Fire, Poison, Electricity; +2 weapons
Immunities charmed, paralyzed, frightened, fatigued
Senses Blindsight 120 ft
Challenge 30 (155000 XP)

Reflective Carapace. Each time the Tarrasque is targeted by a Arcane dart or Lightning Bolt spell, it is ignored and reflected at the origin. For other line spells, or spells that require a ranged attack roll, roll a d6. On a 1-5, the Tarrasque ignores it. On a 6, the Tarrasque ignores it, and the effect is reflected at the caster as if it originated from the Tarrasque, turning the caster into the target.

Siege Monster. The Tarrasque deals double damage to objects and structures.

Legendary Resistance (3/Day). If the Tarrasque fails a Saving Throw, it can choose to succeed instead.

Magic Resistance. The Tarrasque has +1d6 to Saving Throws against spells or other magical effects.

Regeneration. The Tarrasque regenerates 10 Hit Points at the start of its round.

ActionsMultiattack. The Tarrasque can use its Frightful Presence. Then it makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use Swallow instead of bite. The Tarrasque’ **s attacks are considered magical +4.

Claw. Melee Weapon Attack: +20 to hit, reach 5 meters, one target.

Hit: 28 (4d8 + 10) slashing damage, 3 Bleeding damage.

Tail. Melee Weapon Attack: +20 to hit, reach 6 m, one target.

Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 40 Fortitude Saving Throw or be knocked prone.

Horns. Melee Weapon Attack: +20 to hit, reach 3 m, one target.

Hit: 32 (4d10 + 10) piercing damage.

Bite. Melee Weapon Attack: +20 to hit, reach 3 m, one target.

Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (DC 20 to escape). Until this grapple ends, the Tarrasque cannot bite another target.

Swallow. The Tarrasque makes a bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, has total cover against attacks and other effects outside the Tarrasque, and takes 56 (16d6) acid damage at the start of each of the Tarrasque’ **s rounds.

If the Tarrasque takes 60 or more damage in a single round from a creature inside it, the Tarrasque must succeed on a DC 30 Fortitude Saving Throw at the end of that round or regurgitate all swallowed creatures, which fall prone in a space within 3 meters of the Tarrasque. If the Tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 2 Actions, exiting prone.

Frightful Presence. Each creature of the Tarrasque’ **s choice within 36 meters of it and aware of its presence must succeed on a DC 40 Will Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its rounds, with -1d6 if the Tarrasque is in line of sight, ending the effect on itself on a success. If a creature’ **s Saving Throw is successful or the effect ends for it, the creature is immune to the Tarrasque’ **s Frightful Presence for the next 24 hours.

Legendary Actions

The Tarrasque can take 3 Legendary Actions, choosing from the options below. It can use only one Legendary Action option at a time and only at the end of another creature’ **s round. The Tarrasque regains spent Legendary Actions at the start of its round.

Attack. The Tarrasque makes a claw or tail attack.

Chomp (Costs 2 Actions). The Tarrasque makes a bite attack or uses Swallow.

Move. The Tarrasque moves up to half its speed.

| Ecology | | — | Environment: Any

Organization: Solitary | Treasure Category: None | | Description |

The legendary Tarrasque is among the most destructive monsters in the world. Fortunately, it spends most of its time in a kind of deep slumber in an unknown cavern in some remote corner of the world. When it awakens, however, entire kingdoms die.

Though not particularly intelligent, the Tarrasque is smart enough to understand some words in the language of the Patrons (though it cannot speak). Likewise, its rage is not uncontrolled: it focuses on the creature that has harmed it most and is difficult to distract with deception.

Legend says that the Tarrasque is Cattalm’ **s pet.

Tentacled Crawler Worm

Size/Type Large monstrosity, unaligned
Ability Str 4 Dex 1 Con 3 Int -4 Wis 1 Cha -3
Hit Points 89, Defense: 18, Initiative: +1
Movement 9 m, climb 9 m
S. Throws Fortitude +7, Reflex +5, Will +5
Senses Darkvision 18 m
Challenge 4 (1000 XP)

Spider Climb. The Tentacled Crawler Worm can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

ActionsMultiattack. The Tentacled Crawler Worm makes 3 attacks, one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +7 to hit, reach 1 m, one target.

Hit: 10 (2d8 + 6) piercing damage.

Tentacle. Melee Weapon Attack: +7 to hit, reach 3 m, one creature.

Hit: 1 bludgeoning damage. The target must make a DC 18 Fortitude Saving Throw or be paralyzed until the end of its next round.

| Ecology | | — | Environment: Any underground

Organization: Solitary, pair, tribe (8-12 +3d6 young) | Treasure Category: Incidental | | Description |

A typical Tentacled Crawler Worm is an annelid almost 3 meters long and weighs about 400 kilograms. Dark in color (various shades from blue to green to brown), it is a wide worm equipped with a powerful mouth and long, light tentacles all along its head.

The Tentacled Crawler Worm, though equipped with short legs, doesn’ **t walk but crawls by secreting a sticky mucus that allows it to climb on surfaces in any orientation.

They are voracious creatures that don’ **t miss an opportunity to hunt and devour or preserve corpses where they sow their eggs. They love Nibali flesh and feed on any living creature (often rats given the typical sewer environment).

The origins of the Tentacled Crawler Worms are rather speculative; some hypothesize that a spellcaster tried, as usual, critically failing, to transform into a Purple Worm; others firmly believe that Shayalia’ **s gardens needed more fertilization, and so the Patron transformed ordinary earthworms into these terrifying creatures to devour and digest buried corpses.

Tree Man (Arborom)

Size/Type Huge plant, good
Ability Str 6 Dex -1 Con 5 Int 1 Wis 3 Cha 1
Hit Points 186, Defense: 23, Initiative: +1
Movement 9 m
S. Throws Fortitude +14, Reflex +8, Will +12
Damage Res. bludgeoning, piercing
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5000 XP)

False Appearance. While the tree man remains motionless, it is indistinguishable from a normal tree.

Siege Monster. The tree man deals double damage to objects and structures.

ActionsMultiattack. The tree man makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 2 m, one target.

Hit: 16 (3d6 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 18m, one target.

Hit: 28 (4d10 + 6) bludgeoning damage.

Reaction: Opportunity Attack: the tree man makes a slam attack against a creature that crosses or leaves its 2-meter reach.

Animate Trees (1/Day). The tree man magically animates one or two trees it can see within 18 meters of it. These trees have the same statistics as the Arborom, except that they have Intelligence and Charisma scores of -3, they can’ **t speak, and they have only the Slam attack option. An animated tree acts as an ally of the tree man. The tree remains for 1 day or until it dies; until the tree man dies or is more than 36 meters away from the tree; or until the tree man uses a Reaction to turn it back into an inanimate tree. The tree then takes root, if possible.

| Ecology | | — | Environment: Any forest

Organization: Solitary or grove (2-7) | Treasure Category: J | | Description |

Arboroms are forest guardians and ambassadors of trees. As ancient as the forests themselves, they see themselves as parents and shepherds rather than gardeners: they are slow and methodical, but terrifying when forced to fight to defend their flock. Although they rarely seek the company of short-lived races and have an innate distrust of changes, they show tolerance towards those who wish to learn from their long, slow monologues, especially those in whose eyes they read the desire to protect the wilderness. Against those who threaten their forests, especially woodcutters who gather wood or those who would deforest an area to build a road or fort, the Arboroms’ ** anger unleashes quickly and devastatingly. They are able to demolish what others build: a trait that helps them during their fits of fury.

Arboroms are primarily solitary creatures, and a single individual is often responsible for an entire forest, but sometimes they gather in groups called groves to exchange the latest news and reproduce.

In times of grave danger, all the groves of a region unite for a month-long meeting called a council, but such events are very rare, and millennia may pass between councils.

A typical Arborom is 9 meters tall, with a trunk 60 centimeters in diameter, and weighs about 2,250 kg. Arboroms resemble the most common trees of the territories where they live.

Arboroms are said to be created by the will of Efrem.

Triceratops

Size/Type Huge beast, unaligned
Ability Str 6 Dex -1 Con 3 Int -4 Wis 0 Cha -3
Hit Points 108, Defense: 17, Initiative: -1
Movement 15 m
S. Throws Fortitude +8, Reflex +4, Will +5
Challenge 5 (1800 XP)

Trampling Charge. If the triceratops moves at least 6 meters straight toward a creature and then hits it with a gore attack during the same round, the target must succeed on a DC 19 Fortitude Saving Throw or be knocked prone. If the target is prone, the triceratops can make a stomp attack against it as an Immediate Action.

*ActionsGore.** Melee Weapon Attack*: +7 to hit, reach 1 m, one target.

Hit: 24 (3d10 + 6) piercing damage.

Stomp. Melee Weapon Attack: +7 to hit, reach 1 m, one prone creature.

Hit: 22 (3d10 + 6) bludgeoning damage.

Reaction: Protective Frill the Triceratops ducks its head under the frill and gains +4 to Defense.

| Ecology | | — | Environment: Warm Plains

Organization: Solitary, pair or herd (5-8) | Treasure Category: None | | Description |

The triceratops is an irascible and stubborn herbivore. A typical triceratops is 9 meters long and weighs 10000 kg.

Troll

Size/Type Large giant, evil
Ability Str 5 Dex 1 Con 5 Int -2 Wis -1 Cha -2
Hit Points 110, Defense: 19, Initiative: +1
Movement 9 m
S. Throws Fortitude +10, Reflex +6, Will +4
Senses Darkvision 18 m
Languages Giant
Challenge 5 (1800 XP)

Keen Smell. The troll has +1d6 to Awareness checks based on smell.

Regeneration. The troll regains 10 Hit Points at the start of its round. If the troll takes acid or fire damage, this trait doesn’ **t function at the start of the troll’ **s next round. The troll dies only if it starts its round with less than -5 Hit Points and can’ **t regenerate.

ActionsMultiattack. The troll can make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +8 to hit, reach 1 m, one target.

Hit: 12 (2d6 + 5) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +7 to hit, reach 1 m, one target.

Hit: 8 (1d6 + 8) piercing damage.

| Ecology | | — | Environment: Cold Mountains

Organization: Solitary or band (2-4) | Treasure Category: B | | Description |

Trolls possess sharp claws and incredible regenerative abilities that allow them to heal almost all wounds. They are hunchbacked, ugly but very strong: combined with their claws, their strength allows them to tear flesh with their bare hands. Trolls are about 3 meters tall, but their posture makes them appear shorter. An adult troll weighs about 500 kg.

A troll’ **s appetite and regenerative abilities make it an indomitable fighter, which charges headlong at the nearest living creature and attacks with all its fury. Only fire makes a troll hesitate, but even what is a mortal danger for it doesn’ **t stop its advance. Those who face trolls know they must locate and burn any of its parts after a fight, because even from the smallest piece of its body, a complete troll can be reborn over time. Fortunately, only the larger parts of a troll, such as limbs, regrow in this way.

Despite their ferocity, trolls are extraordinarily tender and gentle toward their young. Female trolls work in groups, spending much time teaching the cubs how to hunt and defend themselves before sending them to find their own territory. A male troll lives a solitary existence, briefly meeting females only to mate. All trolls spend their time looking for food, as they must consume enormous amounts every day or die of starvation. For this reason, most trolls create their own hunting territory which is often defended by fighting with rivals. Such clashes are usually non-lethal, but trolls know their weaknesses well, exploiting them to kill opponents during lean periods.

It is universally known that trolls can naturally mutate, temporarily acquiring the most peculiar characteristics of the creatures they feed on. You have no idea how funny a Pegasustroll can be…

Tyrannosaurus

Size/Type Huge beast, unaligned
Ability Str 7 Dex 0 Con 4 Int -4 Wis 1 Cha -1
Hit Points 165, Defense: 22, Initiative: +0
Movement 15 m
S. Throws Fortitude +12, Reflex +8, Will +9
Challenge 8 (3900 XP)

ActionsMultiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It cannot make both attacks against the same target.

Tail. Melee Weapon Attack: +10 to hit, reach 3 m, one target.

Hit: 20 (3d8 + 7) bludgeoning damage.

Bite. Melee Weapon Attack: +10 to hit, reach 3 m, one target.

Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (DC 17 to escape). Until the grapple ends, the tyrannosaurus cannot use its bite against another target.

Stomp. Melee Weapon Attack: +10 to hit, reach 6 m, up to two targets. The Tyrannosaurus concentrates actions and jumps on an opponent. 2 Actions

Hit: 30 (4d10 + 8) bludgeoning damage.

Reaction: Opportunity Attack: the Tyrannosaurus makes an attack against a creature that moves through or out of its 3-meter reach.

Enraged: the Tyrannosaurus is filled with murderous rage. It attacks any creature, friend or foe. Attack Rolls gain +1d6 and its bite causes Bleeding 2/15.

| Ecology | | — | Environment: Warm Forests and Plains

Organization: Solitary, pair or pack (3-6) | Treasure Category: None | | Description |

The tyrannosaurus is a primary predator that measures 12 meters in length and weighs 7000 kg.

Tàhil

Size/Type Colossal dragon, Patron
Ability Str 10 Dex 0 Con 10 Int 8 Wis 8 Cha 9
Hit Points 615, Defense: 52, Initiative: +8
Movement 65 feet, fly 65 feet
S. Throws Fortitude +40, Reflex +30, Will +38
Skills all +18
Dam. Imm. Cold, Electricity, Fire, Acid, Poison, Sound, +3 weapons
Immune charmed, paralyzed, fatigued, frightened
Senses Darkvision 200 ft, True Seeing 135 ft
Languages all
Challenge 30 (155000 XP)

Destructive Aura. The dragon emits within a 20-foot radius an aura that causes 1 cumulative force damage per round of exposure. The damage resets after 1 hour away.

Immortal on Earth. When Tàhil’ **s body is killed on Earth, it reforms in 3d6 days in the lair made by Calicante.

Spellcasting. Tàhil has Magic Proficiency 20. Its spellcasting ability is Charisma. Tàhil knows the following spells:

At will: Divine Word

Divine Nature. Tàhil doesn’ **t need air, food, drink, or sleep. Spells of 5th level or lower have no effect on Tàhil unless it allows them to.

Master of Dragons. Every Dragon not of Ljust on Earth is loyal and obedient to Tàhil’ **s will.

Voice of the Master. Tàhil can communicate with any Tàhil dragon present on Earth, regardless of distance.

Call of the Master. Tàhil opens a portal and 1d2+1 Tàhil dragons of random age and color emerge. This power can be used once per day.

Legendary Resistance (5/Day). If the Tàhil fails a Saving Throw, it can choose to succeed instead.

Multiple Heads. Tàhil has +1d6 to Saving Throws against being blinded, deafened, unconscious. Tàhil can take up to 6 Reactions per round.

Regeneration. Tàhil regenerates 30 Hit Points at the start of its turn

ActionsMultiattack. Tàhil can use its Frightful Presence or make 3 attacks (2 with claws and one with the tail) or just one with the bite. Claw +30, reach 15 feet. Tail +19 reach 25 feet. Bite +19, reach 20 feet. All of Tàhil’ **s attacks are considered magical +5.

Hit: Claw, 24 (4d6 +10, 5/40 Bleeding damage) slashing. Tail, 28 (4d8 +10) bludgeoning. Bite 48 (8d6 +10) slashing. If it hits with a margin of 10 with the bite, it severs the creature’ **s body in half unless it succeeds on a DC 30 Fortitude Saving Throw.

Frightful Presence Each creature that can see Tàhil and is within 265 feet must make a DC 45 Will Saving Throw or be Frightened for 1 minute. Each round the creature can make the Saving Throw, if it succeeds it is immune to Tàhil’ **s Frightful Presence for the next 24 hours.

Additional Actions

Tàhil can take 3 additional actions, chosen from those below and one per round only at the end of another creature’ **s turn. Tàhil can change the color of its head to access the powers of other types of dragons. The actions depend on the chosen head.

Claw Attack.: +19, reach 20 feet, one target. If it hits 32 (4d10 + 10, 3 Bleeding damage) slashing damage plus 14 (4d6) acid damage (Black head) or Electricity damage (Blue head) or Poison damage (Green head) or Fire damage (Red head) or Cold damage (White head) or Fire damage (Yellow head) or Sound damage (Purple head)

Black Head.: Costs 2 Additional Actions, Tàhil breathes Acid in a 135-foot cone. Reflex Saving Throw DC 40 or take 68 (15d8) acid damage or half on a successful save.

Blue Head.: Costs 2 Additional Actions, Tàhil breathes Electricity in a 135-foot cone. Reflex Saving Throw DC 40 or take 88 (16d10) electricity damage or half on a successful save.

Green Head.: Costs 2 Additional Actions, Tàhil breathes Poison in a 100-foot cone. Reflex Saving Throw DC 40 or take 77 (22d6) poison damage or half on a successful save.

Red Head.: Costs 2 Additional Actions, Tàhil breathes Fire in a 100-foot cone. Reflex Saving Throw DC 40 or take 91 (26d6) fire damage or half on a successful save.

White Head.: Costs 2 Additional Actions, Tàhil breathes Ice in a 100-foot cone. Reflex Saving Throw DC 40 or take 72 (16d8) cold damage or half on a successful save.

Purple Head.: Costs 2 Additional Actions, Tàhil breathes Sound in a 100-foot cone. Reflex Saving Throw DC 40 or take 90 (18d8) sound damage or half on a successful save.

Yellow Head.: Costs 2 Additional Actions, Tàhil breathes hot sand in a 200-foot cone. Reflex Saving Throw DC 40 or take 72 (16d8) fire damage or half on a successful save.

| Ecology | | — | Environment: Unknown

Organization: Unique | Treasure Category: 6 H | | Description |

Tàhil is the embodied Patron of Dragons. Nothing can withstand his fury, madness, rage, and destruction. Tàhil is a gargantuan creature with 7 dragon heads, each colored differently, each representing a color of a Dragon. See the Cosmology chapter for details of his history.

Unicorn

Size/Type Large celestial, good
Ability Str 4 Dex 2 Con 2 Int 0 Wis 3 Cha 3
Hit Points 107, Defense: 20, Initiative: +2
Movement 15 m
S. Throws Fortitude +7, Reflex +7, Will +8
Dam. Imm. Poison
Condition Imm. charmed, paralyzed
Senses Darkvision 18 m
Languages Celestial, Elvish, Sylvan, telepathy 18 m
Challenge 5 (1800 XP)

Magic Weapons. The unicorn’ **s weapon attacks are magical.

Charge. If the unicorn moves at least 6 meters straight toward a target and then hits it with a horn attack on the same round, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a T10 Fortitude Saving Throw DC 15 or be knocked prone.

Innate Spellcasting. The unicorn’ **s innate spellcasting ability is Charisma (DC 14 for saving throws against its spells). The unicorn can innately cast the following spells, requiring no components:

At will: Druidcraft, Pass Without Trace

1/day each: Calm Emotions, Dispel Evil and Good, Entangle

Magic Resistance. The unicorn has +1d6 to Saving Throws against spells and other magical effects.

ActionsMultiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

Horn. Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 8 (1d8 + 4) piercing damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 11 (2d6 + 4) bludgeoning damage.

Teleport (1/Day). The unicorn can magically teleport itself and up to three willing visible creatures within 1 meter of it, along with all equipment they are wearing or carrying, to a familiar location to the unicorn, which is a maximum of 1.5 kilometers away.

Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) Hit Points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Legendary Actions

The unicorn can take 3 Legendary Actions, choosing from the options below. It can use only one Legendary Action option at a time and only at the end of another creature’ **s round. The unicorn regains spent Legendary Actions at the start of its own round.

Self-Healing (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) Hit Points.

Shimmering Shield (Costs 2 Actions). The unicorn creates a magical shimmering field that surrounds itself or another visible creature within 18 meters of it. The target gains a +2 bonus to Defense until the end of the unicorn’ **s next round.

Hooves. The unicorn makes a hooves attack.

| Ecology | | — | Environment: Temperate Forests

Organization: Solitary, pair or blessing (3-6) | Treasure Category: None | | Description |

Unicorns are intelligent and solitary creatures that inhabit forests, appearing only to defend their homes from evil. They avoid all creatures except good pixies, good humanoid women, and native animals. Pairs of unicorns stay together for life and protect their forests, allowing only good and neutral creatures to pass through.

The unicorn’ **s horn is the source of its magical powers, and evil creatures place great value on these horns for their dark rituals and healing potions. On rare occasions, unicorns whose partner has been killed choose virtuous young women as substitutes, allowing them to ride them and become their guardians for life.

Vampire

Size/Type Medium undead (shapechanger), evil
Ability Str 4 Dex 4 Con 4 Int 3 Wis 2 Cha 4
Hit Points 259, Defense: 33, Initiative: +4
Movement 9 m
S. Throws Fortitude +17, Reflex +17, Will +15
Skills Stealth +9, Awareness +17
Dam. Imm. from Void; Poison, from non-magical weapons
Condition Imm. charmed, deafened, bleeding
Senses Darkvision 36m
Languages the languages it knew in life, Expiran
Challenge 13 (10000 XP)

Shapechanger. If the vampire isn’ **t in sunlight or running water, it can use an Action to transform into a Tiny bat, a Medium mist, or back to its true form.

While in bat form, the vampire can’ **t speak, its walking speed is 1 meter, and it has a flying speed of 9 meters. Its statistics, other than its size and speed, are unchanged. Anything it’ **s wearing transforms with it, but what it was carrying drops to the ground. It reverts to its true form when it dies.

While in mist form, the vampire can’ **t take actions, speak, or manipulate objects. It is weightless, has a flying speed of 6 meters, can hover, and can enter a hostile creature’ **s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, but it can’ **t pass through water. It has +1d6 to Fortitude and Reflex Saving Throws, and it is immune to all non-magical damage, except the damage it takes from sunlight.

Vampire Weaknesses. The vampire has the following flaws:

Harmed by Running Water. The vampire takes 20 acid damage if it ends its round inside running water.

Hypersensitivity to Light. The vampire takes 20 Light damage when it starts its round in sunlight. While in sunlight, it has -1d6 to attack rolls and Basic skill checks.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’ **s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Forbiddance. The vampire can’ **t enter a residence without an invitation from one of the occupants.

Misty Escape. When it drops to 0 Hit Points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’ **t in sunlight or running water. If it can’ **t transform, it is destroyed.

While it has 0 Hit Points in mist form, it can’ **t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending at least 1 hour in its resting place with 0 Hit Points, the vampire regains 1 hit point.

Undead Nature. The vampire doesn’ **t need air.

Legendary Resistance (3/Day). If the vampire fails a Saving Throw, it can choose to succeed instead.

Regeneration. The vampire regains 20 Hit Points at the start of its round if it has at least 1 hit point and isn’ **t in sunlight or running water. If the vampire takes Light damage or damage from Holy water, this trait doesn’ **t function at the start of the vampire’ **s next round.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

ActionsMultiattack. The vampire can make two attacks, but only one of them can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +12 to hit, reach 1 m, one creature.

Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 1 m, one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.

Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) Void damage. The target’ **s hit point maximum is reduced by an amount equal to the Void damage taken, and the vampire regains Hit Points equal to that amount, DC 23 Fortitude save to resist the loss of Maximum Hit Points. The target becomes Fatigued. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’ **s control.

Charm. The vampire targets one humanoid it can see within 9 meters of it. If the target can see the vampire, the target must make a DC 25 Will Saving Throw against this magic or be charmed by it. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’ **t under the vampire’ **s control, it takes the vampire’ **s requests and actions in the most favorable way it can, and it is a willing target for the vampire’ **s bite attack.

Each time the vampire or the vampire’ **s companions do anything harmful to the target, it can repeat the Saving Throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence from the target, or takes a Reaction to end the effect.

Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’ **t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as an Immediate Action.

Reaction: Opportunity Attack: the vampire makes an attack against a creature that crosses or leaves its 1-meter reach.

Legendary Actions

The vampire can take 3 Legendary Actions, choosing from the options below. It can use only one Legendary Action option at a time and only at the end of another creature’ **s round. The vampire regains spent Legendary Actions at the start of its own round.

Unarmed Strike. The vampire makes an unarmed strike.

Bite (Costs 2 Actions). The vampire makes a bite attack.

Move. The vampire moves at its speed without provoking opportunity attacks.

Ecology

Environment: Any

Organization: Solitary or family (vampire plus 2-8 Spawn) | Treasure Category: NPC Equipment (Ring of Protection +2, Headband of Seduction +4, Cloak of Resistance +3) | | — | | Description |

Vampires are undead humanoid creatures that feed on the blood of the living. They look very similar to when they were alive, often becoming more attractive, although some appear harsh and feral instead.

Vampire Spawn

Size/Type Medium undead, evil
Movement 9 m
S. Throws Fortitude +9, Reflex +9, Will +6
Ability Str 3 Dex 3 Con 3 Int 0 Wis 0 Cha 1
Hit Points 126, Defense: 23, Initiative: +3
Skills Stealth +6
Damage Res. from Void; from non-magical weapons
Senses Darkvision 18 m
Languages the languages it knew in life
Challenge 6 (2300 XP)

Vampire Spawn Weaknesses. The Vampire Spawn has the following flaws:

Harmed by Running Water. The Vampire Spawn takes 20 acid damage if it ends its round inside running water.

Hypersensitivity to Light. The Vampire Spawn takes 20 Light damage when it starts its round in sunlight. While in sunlight, it has -1d6 to attack rolls and Basic skill checks.

Stake to the Heart. The Vampire Spawn is destroyed if a wooden piercing weapon is driven into its heart while it is incapacitated in its resting place.

Forbiddance. The Vampire Spawn cannot enter a residence without an invitation from its occupants.

Undead Nature. The Vampire Spawn doesn’ **t need air.

Regeneration. The Vampire Spawn regains 10 Hit Points at the start of its round if it has at least 1 hit point and isn’ **t exposed to sunlight or running water. If the Vampire Spawn takes Light damage or damage from Holy water, this trait doesn’ **t function at the start of the vampire’ **s next round.

Spider Climb. The Vampire Spawn can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

ActionsMultiattack. The vampire spawn can make two attacks, but only one of them can be a bite attack.

Claws. Melee Weapon Attack: +8 to hit, reach 1 m, one creature.

Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +8 to hit, reach 1 m, one creature that is grappled by the vampire, incapacitated, or restrained.

Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) Void damage. The target’ **s hit point maximum is reduced by an amount equal to the Void damage taken, and the vampire regains Hit Points equal to that amount, DC 16 Fortitude save to resist the loss of Maximum Hit Points. The target dies if this effect reduces its hit point maximum to 0. The creature becomes Fatigued.

Reaction: Opportunity Attack: the vampire spawn makes an attack against a creature that crosses or leaves its 1-meter reach.

| Ecology | | — | Environment: Any

Organization: Solitary, pair, group (3-6) or mob (7-12) | Treasure Category: M | | Description |

A Vampire can decide to create a vampire spawn from a victim rather than a full vampire only when using its ability to create spawn on a humanoid creature. This decision must be made as soon as a vampire kills an appropriate creature using its bite.

Violet Fungus

Size/Type Medium plant, unaligned
Ability Str -4 Dex -5 Con 0 Int -5 Wis -4 Cha -5
Hit Points 19, Defense: 7, Initiative: -5
Movement 2 m
S. Throws Fortitude +3, Reflex +3, Will +3
Immunities blinded, deafened, frightened
Senses Blindsight 9 m (blind beyond this range)
Challenge 1/4 (50 XP)

False Appearance. While the violet fungus remains motionless, it is indistinguishable from a normal fungus.

ActionsMultiattack. The fungus makes 1d4 attacks with Rotting Touch.

Rotting Touch. Melee Weapon Attack: +3 to hit, reach 3 m, one target.

Hit: 4 (1d8) Void damage.

| Ecology | | — | Environment: Any underground

Organization: Solitary, pair, or patch (3-12) | Treasure Category: Incidental | | Description |

Violet fungi are one of the most well-known and feared dangers of caves. A traveler can often notice the marks left by the violet fungus on those who live or hunt in the places where these carnivorous fungi lurk. These deep and horrible scars look like grooves carved into the flesh: the signs of a close encounter with a violet fungus.

A violet fungus feeds on putrefied organic matter, but unlike most fungi, it is not a passive consumer. A violet fungus’ **s tendrils can strike with unexpected speed and are covered with a virulent poison that causes flesh to rot with nauseating rapidity. This powerful poison, if neglected, can quickly rot an entire arm or leg, leaving behind only bones that will soon corrode as well.

Although violet fungi can move, they only do so to attack or hunt prey. A violet fungus with a regular flow of putrid matter to feed on is content to stay in one place. Many underground inhabitants, particularly Troglodytes and Vegepygmies, take advantage of this behavior and position multiple violet fungi at key junctions and entrances of their caves as guardians, making sure to provide them with enough cadavers to prevent them from venturing into the refuge in search of food.

Some species of Shrieking Boletes have an appearance quite similar to that of violet fungi, although they lack tentacular branches. It’ **s not uncommon to find shrieking boletes and violet fungi in the same tangle, especially in areas where other creatures cultivate these fungi as guardians.

A violet fungus is 1.2 meters tall and weighs 25 kg.

Vrock

Size/Type Large demon, evil
Ability Str 3 Dex 2 Con 4 Int -1 Wis 1 Cha -1
Hit Points 127, Defense: 22, Initiative: +2
Movement 12 m, flight 18 m
S. Throws Fortitude +10, Reflex +8, Will +7
Damage Res. Cold, Electricity, Fire; from non-magical weapons
Dam. Imm. Poison
Vulnerabilities cold iron, Light
Senses Darkvision 36m
Languages Abyssal, telepathy 36 m
Challenge 6 (2300 XP)

Magic Resistance. The demon has +1d6 to Saving Throws against spells and other magical effects.

ActionsMultiattack. The demon makes two attacks: one with its beak and one with its talons or two with its spurs.

Beak. Melee weapon attack: +8 to hit, reach 1 m, one target.

Hits: 10 (2d6 + 3) piercing damage.

Spurs. Melee weapon attack: +8 to hit, reach 1 m, one target.

Hits: 14 (2d10 + 3) slashing damage.

Spores (Recharge 6). A cloud of toxic spores spreads in a 5-meter radius around the demon. Each creature in that area must succeed on a DC 18 Fortitude Saving Throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. The target can repeat the Saving Throw at the end of each of its turns, ending the effect on itself if it succeeds. Emptying a vial of holy water on the target also ends the effect.

Stunning Screech (1/Day). The demon emits a horrific screech. Each creature within 6 meters of it that can hear it and is not a demon must succeed on a DC 18 Fortitude Saving Throw or be stunned until the end of the demon’ **s next turn.

Reaction: Opportunity Attack: the Vrock makes an attack against a creature that moves through or out of its 1-meter reach.

Enraged: The Vrock scrapes its beak with its spurs, making them even sharper. Until the end of combat, damage caused by Beak and Spurs causes 1 Bleeding damage up to a maximum of 10 damage. 1 Action.

| Ecology | | — | Environment: Any (Abyss)

Organization: Solitary, pair, or band (3-10) | Treasure Category: B | | Description | | Profane champions of the Abyss, vrocks embody all the rage, hatred, and violence of this realm. As voracious and grotesquely opportunistic as the scavenger they resemble, vrocks delight in bloodshed, enjoying the sound and sensations derived from tearing still-pulsing intestines from a living creature. |

A typical vrock is 2.3 meters tall and weighs 200 kg. These creatures usually originate from the souls of evil mortals filled with hatred and anger, particularly those who were professional criminals, mercenaries, or assassins.

Wall Crawler Horror

Size/Type Large monstrosity, unaligned
Ability Str 4 Dex 0 Con 2 Int -2 Wis 1 Cha -2
Hit Points 70, Defense: 16, Initiative: +0
Movement 9 m, climb 9 m
S. Throws Fortitude +5, Reflex +3, Will +4
Senses Darkvision 3 m, Blindsight 18 m
Languages Wall Crawler Horror
Challenge 3 (700 XP)

Radar Sense. The Wall Crawler Horror can’ **t use blindsight if it is deafened.

ActionsMultiattack. The Wall Crawler Horror makes two attacks with its hooked claws.

Claws. Melee Weapon Attack: +7 to hit, reach 1 m, one target.

Hit: 10 (2d6 + 4) piercing damage, 1 Bleeding damage.

| Ecology | | — |

Environment: Underground

Organization: Solitary, pair, or pack (3-8)
Treasure Category: Incidental
Description

The Wall Crawler Horror is a fierce underground predator that aggressively defends its hunting territories. The underground caverns where these creatures reside echo with the thumps and rustles of their hooks as these creatures climb rocky crags or cavern walls.

A Wall Crawler Horror is a monstrous creature with an apparently humanoid appearance, a head similar to that of a vulture, and the chest of a huge beetle, protected by an exoskeleton studded with sharp bony protrusions. It derives its name from its horrific appearance and from the fact that it uses its long, muscular limbs that end with deadly curved hooked claws to climb on walls.

Wall Crawler Horrors communicate by striking their exoskeleton or the surrounding rocky surfaces with their hooks.

Pack of Predators. Wall Crawler Horrors are omnivorous creatures: they feed on fungi, lichens, plants, and any creature they can capture. Thanks to their hooked limbs, the horrors benefit from an excellent grip on rocky surfaces and use their climbing skills to ambush prey from above. They hunt in packs and collaborate to face larger and more dangerous opponents. If a battle goes badly, a Wall Crawler Horror quickly climbs up a cavern wall to escape.

Solidarity Clans. The hooked horrors live in vast family groups or clans. Each clan is ruled by the oldest female, who usually places her mate in charge of the clan’ **s hunters. The Wall Crawler Horrors lay their eggs in a central, well-defended area of the caverns used as a lair.

Warhorse Skeleton

Size/Type Large undead, evil
Ability Str 4 Dex 1 Con 2 Int -4 Wis -1 Cha -3
Hit Points 24, Defense: 13, Initiative: +1
Movement 60 ft
S. Throws Fortitude +3, Reflex +3, Will +3
Dmg. Res. piercing, slashing
Dmg. Imm. Poison
Immunities fatigued, bleeding
Senses Darkvision 60 ft
Challenge 1/2 (100 XP)

Undead Nature. The skeleton doesn’ **t need air, food, drink, or sleep.

*ActionsHooves.** Melee Weapon Attack*: +5 to hit, reach 3 ft, one target.

Hit: 11 (2d6 + 4) bludgeoning damage.

Werebear

Size/Type Medium humanoid (human, shapechanger), good
Ability Str 4 Dex 0 Con 3 Int 0 Wis 1 Cha 1
Hit Points 108, Defense: 18, Initiative: +0
Movement 9 m (12 m, climb 9 m in bear form or hybrid form)
S. Throws Fortitude +8, Reflex +5, Will +6
Skills Awareness +7
Dam. Imm. from non-magical weapons or those that aren’ **t silvered
Languages Common (can’ **t speak in bear form)
Challenge 5 (1800 XP)

Shapechanger. The werebear can use one Action to transform into a bear-humanoid hybrid or into a bear, or back into its true form, which is humanoid. Its statistics, other than its Defense, are the same in all forms. Any equipment it is wearing or carrying isn’ **t transformed. It reverts to its true form when it dies.

Keen Smell. The werebear has +1d6 on Awareness checks based on smell.

ActionsMultiattack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 1 m, one target.

Hit: 13 (2d8 + 2) slashing damage.

Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 10 (1d12 + 4) slashing damage.

Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a Fortitude Saving Throw DC 16 or be cursed with werebear lycanthropy.

| Ecology | | — | Environment: Any Forest

Organization: Solitary, pair, family (3-6) or troop (3-6 plus 1-4 Black or Grizzly bears) | Treasure Category: NPC Equipment (Scale Mail, Perfect Battle Axe, 2 Perfect Throwing Axes, K) | | Description |

In their humanoid forms, werebears tend to be muscular and broad-shouldered, with rough features and dark eyes. They have red, brown, or black hair and appear accustomed to a life of hard work. Though the most benign of the lycanthropes, they are avoided by most normal people, who fear their animal transformation. For the most part they live in isolated woodland areas or in small family units of their own kind. They avoid confronting strangers, but they don’ **t hesitate if they must drive evil humanoids from their territories.

Wereboar

Size/Type Medium humanoid, shapechanger, evil
Ability Str 3 Dex 0 Con 2 Int 0 Wis 0 Cha -1
Hit Points 88, Defense: 17, Initiative: +0
Movement 9 m (12 m in boar form)
S. Throws Fortitude +6, Reflex +4, Will +4
Dam. Imm. from non-magical weapons or those that aren’ **t silvered
Languages Common (can’ **t speak in boar form)
Challenge 4 (1100 XP)

Charge (Boar or Hybrid Form Only). If the wereboar moves at least 5 meters straight toward a target and then hits it with its tusks attack during the same round, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a Fortitude Saving Throw DC 15 or be knocked prone. 1 Action.

Relentless (Recharges after 1 hour). If the wereboar takes 14 damage or less that would reduce it to 0 Hit Points, it is reduced to 1 hit point instead.

Shapechanger. The wereboar can use 2 Actions to transform into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its Defense, are the same in all forms. Any equipment it is wearing or carrying isn’ **t transformed. It reverts to its true form when it dies.

ActionsMultiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks.

Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 10 (2d6 + 3) bludgeoning damage.

Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a Fortitude Saving Throw DC 15 or be cursed with wereboar lycanthropy.

| Ecology | | — | Environment: Any Forest or Plain

Organization: Solitary, pair, family (3-8) or troop (3-8 plus 1-4 Boars) | Treasure Category: NPC Equipment (Studded Leather Armor, 2 Daggers, K) | | Description |

In their humanoid forms, wereboars tend to be stocky, with upturned noses, bristly hair, and prominent tusks. They have red, brown, or black hair, but some are also blond, gray-haired, or bald. Males usually can’ **t grow beards. Because they are stubborn and aggressive, they have small communities of their own kind and don’ **t mix with non-lycanthropes: they usually live in small farms that look absolutely normal. They tend to have large families and many children.

Wererat

Size/Type Medium humanoid (human, shapechanger), evil
Ability Str 0 Dex 2 Con 1 Int 0 Wis 0 Cha -1
Hit Points 51, Defense: 16, Initiative: +2
Movement 9 m
S. Throws Fortitude +3, Reflex +4, Will +3
Skills Stealth +4, Awareness +2
Dam. Imm. from non-magical weapons or those that aren’ **t silvered
Senses Darkvision 18 m (rat form only)
Languages Common (can’ **t speak in rat form)
Challenge 2 (450 XP)

Shapechanger. The wererat can use one Action to transform into a rat-humanoid hybrid or into a rat, or back into its true form, which is humanoid. Its statistics, other than its Defense, are the same in all forms. Any equipment it is wearing or carrying isn’ **t transformed. It reverts to its true form when it dies.

Keen Smell. The wererat has +1d6 on Awareness checks based on smell.

ActionsMultiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.

Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +6 to hit, range 9m, one target.

Hit: 5 (1d6 + 2) piercing damage.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a Fortitude Saving Throw DC 13 or be cursed with wererat lycanthropy.

| Ecology | | — | Environment: Any Urban

Organization: Solitary, pair, pack (5-10) or guild (11-30 plus 5-12 Cruel Rats) | Treasure Category: NPC Equipment (Perfect Studded Leather Armor, Shortsword, Light Crossbow with 20 Bolts, K) | | Description |

Natural wererats are short, wiry, and muscular, with quick, sharp eyes and twitchy movements. Males often have thin, scraggly mustaches.

Weretiger

Size/Type Medium humanoid (human, shapechanger), neutral
Ability Str 3 Dex 2 Con 3 Int 0 Wis 1 Cha 0
Hit Points 89, Defense: 19, Initiative: +2
Movement 9 m (12 m in tiger form)
S. Throws Fortitude +7, Reflex +6, Will +5
Skills Stealth +4, Awareness +5
Dam. Imm. from non-magical weapons that aren’ **t silvered
Senses Darkvision 18 m
Languages Common (can’ **t speak in tiger form)
Challenge 4 (1100 XP)

Pounce. If the weretiger moves at least 5 meters straight toward a creature and then hits it with a claw attack during the same round, that target must succeed on a Fortitude Saving Throw DC 16 or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as an Immediate Action.

Shapechanger. The weretiger can use one Action to transform into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its Defense, are the same in all forms. Any equipment it is wearing or carrying isn’ **t transformed. It reverts to its true form when it dies.

Keen Smell and Hearing. The weretiger has +1d6 on Awareness checks based on smell and hearing.

ActionsMultiattack (Humanoid or Hybrid Form Only). In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 7 (1d8 + 3) slashing damage, 1 Bleeding damage.

Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a Fortitude Saving Throw DC 16 or be cursed with weretiger lycanthropy.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 6 (1d6 + 3) slashing damage.

Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +6 to hit, range 45m, one target.

Hit: 6 (1d8 + 2) piercing damage.

Reaction: Opportunity Attack: the weretiger makes an attack against a creature that moves through or leaves its 1 meter reach.

Ecology

Environment: Any Plain or Swamp

Organization: Solitary or pair | Treasure Category: NPC Equipment (Studded Leather Armor, Shortsword, 2 Daggers, K) | | — | | Description |

Weretigers in humanoid form have large eyes, elongated noses, prominent cheekbones, and brown or red hair, or white, black, or blue-gray. Their movements are careful and graceful, and those who observe them might mistake them for an excellent pickpocket, a graceful dancer, or a skilled courtesan.

Werewolf

Size/Type Medium humanoid (human, shapechanger), evil
Ability Str 2 Dex 1 Con 2 Int 0 Wis 0 Cha 0
Hit Points 70, Defense: 17, Initiative: +1
Movement 9 m (12 m in wolf form)
S. Throws Fortitude +5, Reflex +4, Will +3
Skills Stealth +3, Awareness +4
Dam. Imm. from non-magical weapons or those that aren’ **t silvered
Languages Common (can’ **t speak in wolf form)
Challenge 3 (700 XP)

Shapechanger. The werewolf can use one Action to transform into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its Defense, are the same in all forms. Any equipment it is wearing or carrying isn’ **t transformed. It reverts to its true form when it dies.

Keen Hearing and Smell. The werewolf has +1d6 on Awareness checks based on hearing or smell.

ActionsMultiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear.

Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 1 m, one creature.

Hit: 7 (2d4 + 2) slashing damage.

Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 1 m or range 6m, one creature.

Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a Fortitude Saving Throw DC 15 or be cursed with werewolf lycanthropy.

| Ecology | | — | Environment: Any Terrain

Organization: Solitary, pair or pack (3-6) | Treasure Category: NPC Equipment (Chain Shirt, Longsword, Light Crossbow with 20 Bolts, K) | | Description |

In human form, werewolves look like normal people, though some tend to have feral features and wild hair. Eyebrows that grow together, an index finger longer than the middle finger, and strange birthmarks on the palm of the hand are all commonly accepted signs that a person is in fact a werewolf. Of course, these telltale signs aren’ **t always accurate, as these physical traits exist in normal people as well, but in areas where werewolves are a common problem, such traits may be considered damning regardless.

White Dragon Wyrmling

Size/Type Medium dragon, evil
Ability Str 2 Dex 0 Con 2 Int -3 Wis 0 Cha 0
Hit Points 51, Defense: 14, Initiative: +0
Movement 9 m, swim 9 m, fly 18 m
S. Throws Fortitude +4, Reflex +3, Will +3
Skills Stealth +2, Perception +4
Dam. Imm. Cold
Senses Darkvision 18 m, Blindsight 3 m
Languages Draconic
Challenge 2 (450 XP)

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 3 m, one target.

Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.

Cold Breath (Recharge 5-6). The dragon exhales an explosion of ice in a 5-meter cone. Each creature in that area must make a DC 15 Fortitude Saving Throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

| Ecology | | — | Environment: Cold Mountains

Organization: Solitary | Treasure Category: C | | Description |

See Ancient White Dragon description.

Wight

Size/Type Medium undead, evil
Ability Str 2 Dex 2 Con 3 Int 0 Wis 1 Cha 2
Hit Points 70, Defense: 18, Initiative: +2
Movement 9 m
S. Throws Fortitude +6, Reflex +5, Will +4
Skills Stealth +4, Awareness +3
Damage Res. Void; non-magical or non-silver weapons
Dam. Imm. Poison
Immunities fatigued, bleeding
Senses Darkvision 18 m
Languages languages it knew in life, Expiran
Challenge 3 (700 XP)

Undead Nature. The wight doesn’ **t need air, food, drink, or sleep.

Sunlight Sensitivity. While in sunlight, the wight has -1d6 on attack rolls, as well as on Awareness checks based on sight.

ActionsMultiattack. The wight can make two longsword attacks or two longbow attacks. It can use Life Drain in place of one of its longsword attacks.

Life Drain. Melee Weapon Attack: +6 to hit, reach 1 m, one creature.

Hit: 5 (1d6 + 2) Void damage. The target must succeed on a DC 14 Fortitude Saving Throw or have its maximum Hit Points reduced by an amount equal to the damage taken. The target becomes Fatigued. The target dies if this effect reduces its maximum Hit Points to 0.

A humanoid killed by this attack rises 24 hours later as a zombie under the wight’ **s control, unless the humanoid is restored to life or the body is destroyed. The wight can’ **t control more than twelve zombies at a time.

Longsword. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +5 to hit, range 45m, one target.

Hit: 6 (1d8 + 2) piercing damage.

| Ecology | | — | Environment: any

Organization: Solitary, pair, group (3-6), or pack (7-12) | Treasure Category: Q | | Description |

Wights are humanoids raised as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an undead spirit permanently binds itself to a corpse, often that of a warrior. They are barely recognizable by those who knew them in life: their flesh is corrupted by evil and undeath, their eyes burn with hatred, and their teeth become those of a beast. In a sense, a wight is the link between ghouls and spectres: a deformed corpse that drains life energy with its touch.

Being undead, wights have no need to breathe, so they can sometimes be found underwater, although they are not particularly skilled swimmers unless they originated from swimming creatures such as aquatic elves and merfolk. Underwater, wights prefer low-ceiling caverns where their poor swimming abilities are not a limitation.

Will-o’ **-Wisp

Size/Type Tiny undead, evil
Ability Str -5 Dex 9 Con 0 Int 1 Wis 2 Cha 0
Hit Points 51, Defense: 23, Initiative: +9
Movement 0 m, fly 15 m, Float
S. Throws Fortitude +3, Reflex +11, Will +4
Damage Res. Acid, Poison, Cold, Fire, Void, Sound; weapons that aren’ **t magical
Immunities grappled, restrained, paralyzed, unconscious, prone, fatigued, bleeding
Senses Darkvision 36m
Languages the languages it knew in life
Challenge 2 (450 XP)

Consume Life. As an Immediate Action, the will-o’ **-wisp can target one creature it can see within 1 meter of it that has 0 Hit Points or fewer and is still alive. The target must succeed on a Fortitude Saving Throw DC 12 against this magic or die. If the target dies, the will-o’ **-wisp regains 10 (3d6) Hit Points.

Ephemeral. The will-o’ **-wisp can’ **t wear or carry anything.

Variable Illumination. The will-o’ **-wisp sheds bright light in a radius from 1 to 6 meters and dim light for a number of meters equal to twice the chosen radius. The will-o’ **-wisp can alter this radius as a Reaction.

Incorporeal Movement. The will-o’ **-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its round inside an object.

Undead Nature. The will-o’ **-wisp doesn’ **t need air, food, or drink.

*ActionsShock.** Melee Spell Attack*: +6 to hit, reach 1 m, one creature.

Hit: 9 (2d8) electricity damage.

Invisibility. The will-o’ **-wisp and its light magically become invisible until it attacks or uses Consume Life, or until its concentration ends (as if concentrating on a spell).

Ecology

Environment: Any Swamp

Organization: Solitary, pair, or sequence (3-4) | Treasure Category: Incidental | | — | | Description |

Evil creatures that feed on the strong psychic emanations of terrified creatures, will-o’ **-wisps take pleasure in putting gullible travelers in dangerous situations. In the wilderness, where they are very common, will-o’ **-wisps prefer simple tactics like positioning themselves on rocks or quicksand where they can be easily mistaken for lanterns (especially if they can arrange the trap near real signal lanterns), thus luring travelers toward danger.

Will-o’ **-wisps can only rely on their electrical shock in dangerous situations, so they prefer to let other creatures or hazards deal with their victims while they float nearby and feast.

Will-o’ **-wisps can shine in any color they desire, but are most often yellow, white, green, or blue. They can also vary their brightness to create a pattern: many will-o’ **-wisps love to create shapes that vaguely resemble skulls in their luminescence to increase terror in their victims. Their true bodies are barely visible globes of translucent spongy material about 30 centimeters that weigh 1.5 kg and can emit light over their entire surface. Will-o’ **-wisps’ ** light shines approximately like a torch, and although they don’ **t seem to use sounds to communicate, they hear perfectly and can vibrate their bodies so rapidly as to mimic language.

Despite being denigrated by the majority of sentient creatures, will-o’ **-wisps are actually quite intelligent, although they reason in a completely alien way.

Will-o’ **-wisps have no age and are de facto immortal, unless they die a violent death; the oldest will-o’ **-wisps can be excellent repositories of knowledge from the past, although convincing one of these cruel creatures to cooperate can be quite complicated.

Wise Owlbear

Size/Type Large monstrosity, neutral
Ability Str 3 Dex 1 Con 2 Int 3 Wis 3 Cha 1
Hit Points 70, Defense: 17, Initiative: +3
Movement 12 m
S. Throws Fortitude +5, Reflex +4, Will +6
Skills Awareness +9
Senses Darkvision 18 m
Languages understands and reads the following: Common, Druidic, Celestial, Infernal, Dwarven, Elvish, Orcish, Giant, Expiran, Elemental languages
Challenge 3 (700 XP)

Keen Smell and Sight. The wise Owlbear has +1d6 on Awareness checks based on smell or sight.

Innate Spellcasting. The Wise Owlbear’ **s spellcasting ability is Intelligence. The Wise Owlbear can cast the following spells innately, without needing material components:

At will: Mage Hand, Comprehend Writings

ActionsMultiattack. The wise Owlbear makes two attacks: one with its beak and one with its claws.

Claws. Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 14 (2d8 + 5) slashing damage.

Beak. Melee Weapon Attack: +6 to hit, reach 1 m, one creature.

Hit: 10 (1d10 + 5) piercing damage.

| Ecology | | — |

Environment: Temperate Forests

Organization: Solitary, pair, or pack (3-8)
Treasure Category: E + T
Description

The origins of the Wise Owlbear are as mysterious as those of its unwise relative, but enthusiasts of these creatures trace them directly back to Nethergal as a variant of the original Owlbear. Usually, the Wise Owlbear loves to surround itself with books and adores the company of other sages, but doesn’ **t disdain the tales of adventurers and the captivating ballads of storytellers. The Wise Owlbear has a real talent for languages and, while not being able to speak in a way understandable to a human, can understand many spoken and written languages. The Wise Owlbear is able to read any language or code if it has a chance to study it for 3 days. Usually weaker and more fragile than their close relative, they are still formidable beings in combat. Preferably, a Wise Owlbear does not attack except in defense and seeks the most tactical and useful approach possible. A characteristic trait of Wise Owlbears is a red scarf worn around the absent neck. Killing a Wise Owlbear is an affront to the Devotees and Followers of Nethergal; it has also happened that the Patron himself has taken away the ability to communicate from those who have committed atrocities against his favorite creatures.

Training a Wise Owlbear is much easier than an Owlbear, but the high intelligence of the creature will push it to have an equal relationship or as a familiar rather.

The Mage Hand spell is usually used to flip through the most delicate tomes and to write, albeit extremely slowly.

Wraith

Size/Type Medium undead, evil
Ability Str -2 Dex 3 Con 3 Int 1 Wis 2 Cha 2
Hit Points 108, Defense: 21, Initiative: +3
Movement 0 m, fly 18 m, Hover
S. Throws Fortitude +8, Reflex +8, Will +7
Damage Res. Acid, Cold, Electricity, Fire, Sound; non-magical or non-silver weapons
Dam. Imm. Void, Poison
Immunities charmed, grappled, entangled, paralyzed, petrified, prone, fatigued, bleeding
Senses Darkvision 18 m
Languages languages it knew in life, Expiran
Challenge 5 (1800 XP)

Incorporeal Movement. The wraith can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its round inside an object.

Undead Nature. The wraith doesn’ **t need air, food, drink, or sleep.

Sunlight Sensitivity. While in sunlight, the wraith has -1d6 on attack rolls, as well as on Awareness checks based on sight.

*ActionsLife Drain.** Melee Weapon Attack*: +7 to hit, reach 1 m, one creature.

Hit: 21 (4d8 + 3) Void damage. The target must succeed on a DC 16 Fortitude Saving Throw or have its maximum Hit Points reduced by an amount equal to the damage taken. The target becomes Fatigued. The target dies if this effect reduces its maximum Hit Points to 0.

Create Specter. The wraith targets a humanoid within 3 meters of it that has been dead for no more than 1 minute and died by violent means. The target’ **s spirit animates as a specter in the space of its corpse and in the nearest unoccupied space. The specter is under the wraith’ **s control. The wraith can’ **t have more than seven specters under its control at one time.

Reaction: Opportunity Attack: the Wraith makes a Life Drain attack against a creature that moves through or out of its 1-meter reach.

Enraged: The Wraith channels its negative energies into a Void explosion around itself in a 6-meter radius. All creatures must make a DC 16 Fortitude Saving Throw or take 3d6 Void damage, if the Saving Throw succeeds they are Slowed 1/3r.

| Ecology | | — | Environment: Any

Organization: Solitary, pair, group (3-6), or pack (7-12) | Treasure Category: None | | Description |

Wraiths are creatures born of evil and darkness. They detest light and living creatures, having lost most of their connection to their previous life.

Wyvern

Size/Type Large dragon, unaligned
Ability Str 4 Dex 0 Con 3 Int -3 Wis 1 Cha -2
Hit Points 126, Defense: 20, Initiative: +0
Movement 6 m, fly 24 m
S. Throws Fortitude +9, Reflex +6, Will +7
Senses Darkvision 18 m
Challenge 6 (2300 XP)

ActionsMultiattack. The wyvern can make two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one of the other attacks.

Claws. Melee Weapon Attack: +8 to hit, reach 1 m, one target.

Hit: 13 (2d8 + 4) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +8 to hit, reach 3 m, one creature.

Hit: 11 (2d6 + 4) piercing damage.

Stinger. Melee Weapon Attack: +8 to hit, reach 3 m, one creature.

Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 18 Fortitude Saving Throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Reaction: Opportunity Attack: the black wyvern makes a Claw attack against a creature that moves through or out of its 3-meter reach.

Enraged: The Wyvern points its tail in the direction of the enemy and generates a 3-meter cone of poison. It is possible to make a DC 21 Reflex Saving Throw to halve the 7d8 poison damage.

| Ecology | | — | Environment: Temperate or warm hills

Organization: Solitary, pair, or flight (3-6) | Treasure Category: D | | Description |

Wyverns are brutal, violent reptiles related to dragons. They are always aggressive and impatient, preferring to achieve their goals using force. For this reason, dragons look upon wyverns with superiority, considering these distant relatives as primitive savages lacking style and intelligence.

In most cases, this generalization is accurate. Although certainly not of animal intellect and capable of speech, most wyverns care little for diplomacy, preferring to fight first and discuss later, only if they find themselves facing an opponent they cannot defeat or from which they cannot flee.

Wyverns are territorial creatures. Although occasionally hunting larger prey in larger groups, they are solitary creatures whose hunting territory extends from 160 to 320 square kilometers. Wyverns are known to often fight each other to the death over disputes for prey-rich territory.

Although constantly hungry and inclined to attack, a wyvern can be made friendly through a careful combination of flattery, intimidation, food, and treasure, making it a powerful ally. They often serve Giants and Monstrous Humanoids as guardians, and some tribes of Boggard and Lizardfolk use them as mounts, though such arrangements often prove quite costly in terms of food and gold, as few wyverns accept serving such creatures as mounts for long.

A wyvern is about 4.8 meters long, with the tail alone accounting for about half of the length. A wyvern weighs on average 1000 kg.

Xorn

Size/Type Medium elemental, neutral
Ability Str 3 Dex 0 Con 6 Int 0 Wis 0 Cha 0
Hit Points 111, Defense: 18, Initiative: +0
Movement 6 m, burrow 6 m
S. Throws Fortitude +11, Reflex +5, Will +5
Skills Stealth +3, Awareness +6
Damage Res. piercing and slashing from non-magical weapons or weapons that aren’ **t adamantine
Senses Darkvision 18 m, tremorsense 18 m
Languages Tremun
Challenge 5 (1800 XP)

Stone Camouflage. The xorn has +1d6 on Stealth (Hiding) checks made to hide in rocky terrain.

Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. When doing so, the xorn doesn’ **t disturb the material it moves through.

Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and gems, such as coins and gemstones, within 18 meters of it.

ActionsMultiattack. The xorn makes three claw attacks and one bite attack.

Claw. Melee Weapon Attack: +7 to hit, reach 1 m, one target.

Hit: 6 (1d6 + 3) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 13 (3d6 + 3) piercing damage.

Enraged: The Xorn erupts the last eaten gems and nuggets. In a 6-meter cone, all creatures must make a DC 18 Reflex Saving Throw to halve the damage, 3d8 bludgeoning, from the hurled gems and minerals (which no longer have any value).

| Ecology | | — | Environment: Any (Plane of Earth)

Organization: Solitary, pair, or group (3-6) | Treasure Category: only precious metals, gems, and jewelry and magical gems | | Description |

Strange creatures as wide as they are tall, xorns have little interest in natives of the Material Plane, except for the gems and precious metals they might carry. Hidden beneath the surface of the ground for a time that might seem very long to a human, a xorn can wait months, even years, for the ideal prey, then assault those who carry its favorite food, such as a particular gem or a certain type of silver. Adventurers who venture into regions inhabited by xorns often carry small nuggets of minerals or low-value gems and crystals to use as tribute. Although its value is usually directly proportional to its flavor and its appeal, most xorns are rather greedy, and prefer quantity to quality.

The treasure that a xorn carries or hides in its lair consists of a snack it has saved for the next day. Offering a particularly delicious (and expensive) jewel or precious metal to a xorn can cement a temporary alliance. Since xorns can easily move through rock, they make excellent guides in underground regions.

Xorns are not very religious, but those among them who find faith are usually devoted to Efrem (although it is rare, if not unlikely, for xorns to have Animal Companions, since they cannot follow them through rock, and instead choose the Earth domain). Bard and Cleric xorns are not unknown: Bards usually choose Entertainer (singing), and Clerics invariably have the Elemental Bloodline (earth).

Young Black Dragon

Size/Type Large dragon, evil
Ability Str 4 Dex 2 Con 3 Int 1 Wis 0 Cha 2
Hit Points 145, Defense: 23, Initiative: +2
Movement 12 m, climb 12 m, fly 24 m
S. Throws Fortitude +10, Reflex +9, Will +7
Skills Stealth +5, Awareness +6
Dam. Imm. Acid
Senses Darkvision 36m, Blindsight 9m
Languages Common, Draconic
Challenge 7 (2900 XP)

Amphibious. The dragon can breathe air and water.

ActionsMultiattack. The dragon can make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +8 to hit, reach 1 m, one target.

Hit: 11 (2d6 + 4) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +8 to hit, reach 3 m, one target.

Hit: 11 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 9-meter line that is 1 meter wide. Each creature in that area must make a DC 19 Reflex Saving Throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

Enraged: The Young Black Dragon recharges its acid breath. Costs 1 Action.

| Ecology | | — | Environment: Warm Swamps

Organization: Solitary | Treasure Category: C | | Description | | See Ancient Black Dragon Description. | | Spells | | This Dragon’ **s preferred spells are: | | - Animate Dead | | - Create Undead |

  • Bestow Curse

Young Blue Dragon

Size/Type Huge dragon, evil
Ability Str 5 Dex 0 Con 4 Int 2 Wis 1 Cha 3
Hit Points 184, Defense: 24, Initiative: +2
Movement 12 m, burrow 12 m, fly 24 m
S. Throws Fortitude +13, Reflex +9, Will +10
Skills Stealth +4, Perception +9
Dam. Imm. Lightning
Senses Darkvision 36m, Blindsight 9m
Languages Common, Draconic
Challenge 9 (5000 XP)

ActionsMultiattack. The dragon can make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +12 to hit, reach 1 m, one target.

Hit: 12 (2d6 + 5) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +12 to hit, reach 3 m, one target.

Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a line 18 meters long and 1 meter wide. Each creature in that line must make a DC 21 Reflex Saving Throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Enraged: the Young Blue Dragon recharges its lightning breath.

| Ecology | | — | Environment: Mountain peaks

Organization: Solitary | Treasure Category: D | | Description | | See Ancient Blue Dragon Description. | | Spells | | This Dragon’ **s preferred spells are: | | - Deadly Fog | | - Call Lightning |

  • Ice Storm

Young Brass Dragon

Size/Type Large dragon, good
Ability Str 4 Dex 0 Con 3 Int 1 Wis 0 Cha 2
Hit Points 126, Defense: 20, Initiative: +1
Movement 40 ft, burrow 20 ft, fly 80 ft
S. Throws Fortitude +9, Reflex +6, Will +6
Dam. Imm. Fire
Skills Stealth +3, Perception +6, Deception +5
Senses Darkvision 60 ft, Blindsight 10 ft
Languages Common, Draconic
Challenge 6 (2300 XP)

ActionsMultiattack. The dragon can make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft, one target.

Hit: 11 (2d6 + 4) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft, one target.

Hit: 15 (2d10 + 4) piercing damage.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Fiery Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Reflex Saving Throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Fortitude Saving Throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an Action to wake it.

| Ecology | | — | Environment: Hot Deserts

Organization: Solitary | Treasure Category: D | | Description | | Excellent conversationalists, brass dragons prefer to talk rather than fight. Brass dragons make their lairs near humanoid settlements, where they can hear the latest news and gossip. | | Spells | | This Dragon’ **s favorite spells are: | | - True Seeing | | - Legend Lore |

  • Scrying

Young Bronze Dragon

Size/Type Large dragon, good
Ability Str 5 Dex 0 Con 4 Int 2 Wis 1 Cha 3
Hit Points 165, Defense: 22, Initiative: +2
Movement 12 m, swim 12 m, fly 24 m
S. Throws Fortitude +12, Reflex +8, Will +9
Skills Stealth +3, Sense Motive +4, Awareness +7
Dmg. Imm. Lightning
Senses Darkvision 36m, Blindsight 9m
Languages Common, Draconic
Challenge 8 (3900 XP)

Amphibious. The dragon can breathe air and water.

ActionsMultiattack. The dragon can make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +10 to hit, reach 1 m, one target.

Hit: 12 (2d6 + 5) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +10 to hit, reach 3 m, one target.

Hit: 16 (2d10 + 5) piercing damage.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Lightning Breath. The dragon exhales lightning in an 18-meter line that is 1 meter wide. Each creature in that line must make a DC 20 Reflex Saving Throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 9-meter cone. Each creature in that area must succeed on a DC 20 Fortitude Saving Throw or be pushed 12 meters away from the dragon.

Enraged: the Young Bronze Dragon recharges one of its breath weapons.

| Ecology | | — | Environment: Temperate Coastal Areas

Organization: Solitary | Treasure Category: D | | Description | | Bronze dragons are known to ally with travelers and adventurers if the cause and reward are just and adequate | | Spells | | This Dragon’ **s preferred spells are: | | - Globe of Invulnerability |

  • Freedom of Movement

Young Copper Dragon

Size/Type Large dragon, good
Ability Str 4 Dex 1 Con 3 Int 3 Wis 1 Cha 2
Hit Points 145, Defense: 22, Initiative: +3
Movement 40 ft, climb 40 ft, fly 80 ft
S. Throws Fortitude +10, Reflex +8, Will +8
Skills Stealth +4, Deception +5, Perception +7
Dam. Imm. Acid
Senses Darkvision 120 ft, Blindsight 60 ft
Languages Common, Draconic
Challenge 7 (2900 XP)

ActionsMultiattack. The dragon can make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft, one target.

Hit: 11 (2d6 + 4) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft, one target.

Hit: 15 (2d10 + 4) piercing damage.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Acid Breath. The dragon exhales acid in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Reflex Saving Throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 19 Fortitude Saving Throw. On a failed save, the creature has one less Action per round and its speed is halved. These effects last for 1 minute. The creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself with a success.

Enraged: The Young Copper Dragon recharges one of its two breaths. Cost 1 Action.

| Ecology | | — | Environment: Warm Hills

Organization: Solitary | Treasure Category: D | | Description | | This capricious dragon tries to hamper and frustrate its enemies during combat. | | Spells | | This Dragon’ **s favorite spells are: | | - Blade Barrier | | - Wall of Force |

  • Fire Shield

Young Gold Dragon

Size/Type Large dragon, good
Ability Str 6 Dex 2 Con 5 Int 3 Wis 1 Cha 5
Hit Points 205, Defense: 27, Initiative: +3
Movement 12 m, swim 12 m, fly 24 m
S. Throws Fortitude +15, Reflex +12, Will +11
Skills Stealth +6, Sense Motive +5, Awareness +9, Deception +9
Dmg. Imm. Fire
Senses Darkvision 36m, Blindsight 9m
Languages Common, Draconic
Challenge 10 (5900 XP)

Amphibious. The dragon can breathe air and water.

ActionsMultiattack. The dragon can make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +12 to hit, reach 1 m, one target.

Hit: 13 (2d6 + 6) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +12 to hit, reach 3 m, one target.

Hit: 17 (2d10 + 6) piercing damage.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Fire Breath. The dragon exhales fire in a 9-meter cone. Each creature in that area must make a DC 23 Reflex Saving Throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 9-meter cone. Each creature in that area must succeed on a DC 23 Fortitude Saving Throw or have -1d6 on Strength-based attack rolls, Strength checks, and Fortitude Saving Throws for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success.

Enraged: the young gold dragon recharges one of its breath weapons. Costs 1 Action.

| Ecology | | — | Environment: Warm Plains

Organization: Solitary | Treasure Category: D | | Description | | Gold dragons are the epitome of virtue. Other dragons of Ljust revere them as agents of divine powers and exemplary members of the draconic race, and often seek them for advice or aid. | | Spells | | This Dragon’ **s preferred spells are: | | - Heal | | - Greater Restoration |

  • Black Tentacles

Young Green Dragon

Size/Type Large dragon, evil
Ability Str 4 Dex 1 Con 3 Int 3 Wis 1 Cha 2
Hit Points 163, Defense: 23, Initiative: +3
Movement 12 m, swim 12 m, fly 24 m
S. Throws Fortitude +11, Reflex +9, Will +9
Skills Stealth +4, Deception +5, Awareness +7
Dam. Imm. Poison
Senses Darkvision 36m, Blindsight 9m
Languages Common, Draconic
Challenge 8 (3900 XP)

Amphibious. The dragon can breathe air and water.

ActionsMultiattack. The dragon can make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +9 to hit, reach 1 m, one target.

Hit: 11 (2d6 + 4) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +9 to hit, reach 3 m, one target.

Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 9-meter cone. Each creature in that area must make a DC 20 Fortitude Saving Throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Enraged: the Young Green Dragon recharges its Poison Breath.

| Ecology | | — | Environment: Temperate Forests

Organization: Solitary | Treasure Category: D | | Description | | See Ancient Green Dragon Description. | | Spells | | This Dragon’ **s preferred spells are: | | - Anti-Life Shell | | - Locate Animals and Plants |

  • Neutralize Poison

Young Red Dragon

Size/Type Large dragon, evil
Ability Str 6 Dex 0 Con 5 Int 2 Wis 0 Cha 4
Hit Points 205, Defense: 25, Initiative: +2
Movement 12 m, climb 12 m, fly 24 m
S. Throws Fortitude +15, Reflex +10, Will +10
Skills Stealth +4, Awareness +8
Dam. Imm. Fire
Senses Darkvision 36m, Blindsight 9m
Languages Common, Draconic
Challenge 10 (5900 XP)

ActionsMultiattack. The dragon can make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +11 to hit, reach 1 m, one target.

Hit: 13 (2d6 + 6) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +11 to hit, reach 3 m, one target.

Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 9-meter cone. Each creature in that area must make a DC 22 Reflex Saving Throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Enraged: the young red dragon recharges its fire breath.

Costs 1 Action.

| Ecology | | — | Environment: Warm mountains

Organization: Solitary | Treasure Category: D | | See Ancient Red Dragon Description. | | Spells | | This Dragon’ **s preferred spells are: | | - Fireball | | - Incendiary Cloud |

  • Wall of Fire

Young Silver Dragon

Size/Type Large dragon, good
Ability Str 6 Dex 0 Con 5 Int 2 Wis 0 Cha 4
Hit Points 186, Defense: 24, Initiative: +2
Movement 12 m, fly 24 m
S. Throws Fortitude +14, Reflex +9, Will +9
Skills Arcana +6, Stealth +4, Awareness +8, History +6
Dmg. Imm. Cold
Senses Darkvision 36m, Blindsight 9m
Languages Common, Draconic
Challenge 9 (5000 XP)

ActionsMultiattack. The dragon can make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +10 to hit, reach 1 m, one target.

Hit: 13 (2d6 + 6) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +10 to hit, reach 3 m, one target.

Hit: 17 (2d10 + 6) piercing damage.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons:

Cold Breath. The dragon exhales an icy blast in a 9-meter cone. Each creature in that area must make a DC 21 Fortitude Saving Throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 9-meter cone. Each creature in that area must succeed on a DC 21 Fortitude Saving Throw or be paralyzed for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success.

Enraged: the young silver dragon recharges one of its breath weapons.

| Ecology | | — | Environment: Temperate Mountains

Organization: Solitary | Treasure Category: D | | Description | | Among all dragons, silver dragons are the most courageous, and adhere to a chivalric code that requires them to help the weak, defeat evil, and behave honorably. | | Spells | | This Dragon’ **s preferred spells are: | | - Slow | | - Fabricate |

  • Dream

Young White Dragon

Size/Type Large dragon, evil
Ability Str 4 Dex 0 Con 4 Int -2 Wis 0 Cha 1
Hit Points 127, Defense: 20, Initiative: +0
Movement 12 m, swim 12 m, fly 24 m
S. Throws Fortitude +10, Reflex +6, Will +6
Skills Stealth +3, Perception +6
Dam. Imm. Cold
Senses Darkvision 36m, Blindsight 9m
Languages Common, Draconic
Challenge 6 (2300 XP)

Ice Walk. The dragon can move and climb on icy surfaces without needing to make basic skill checks. Additionally, difficult terrain composed of ice or snow does not cost it extra movement.

ActionsMultiattack. The dragon can use its Frightful Presence and then make three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +9 to hit, reach 1 m, one target.

Hit: 11 (2d6 + 4) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +9 to hit, reach 3 m, one target.

Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.

Cold Breath (Recharge 5-6). The dragon exhales an explosion of ice in a 9-meter cone. Each creature in that area must make a DC 18 Fortitude Saving Throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

| Ecology | | — | Environment: Cold Mountains

Organization: Solitary | Treasure Category: D | | Description | | See Ancient White Dragon description. | | Spells | | This Dragon’ **s preferred spells are: | | - Fire Shield | | - Ice Storm |

  • Sleet Storm

Zombie

Size/Type Medium undead, evil
Ability Str 1 Dex -2 Con 3 Int -4 Wis -2 Cha -3
Hit Points 19, Defense: 10, Initiative: -2
Movement 6 m
S. Throws Fortitude +3, Reflex +3, Will +3
Dam. Imm. Poison
Immunities bleeding
Senses Darkvision 18 m
Languages understands all languages it spoke in life but cannot speak
Challenge 1/4 (50 XP)

Undead Nature. The zombie doesn’ **t need air, food, drink, or sleep.

Undead Fortitude. If damage reduces the zombie to 0 Hit Points, the zombie must make a Fortitude Saving Throw with a DC of 5 + the damage taken, unless the damage is from Light or a critical hit. On a success, the zombie drops to 1 hit point instead.

Slow as a Zombie. The zombie performs only two Actions per round.

*ActionsSlam.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 4 (1d6 + 1) bludgeoning damage.

| Ecology | | — | Environment: Any

Organization: Any | Treasure Category: None | | Description |

Zombies are the animated corpses of dead creatures, forced to move by necromantic magic such as Animate Dead. Although zombies encountered normally are slow and sturdy, others possess different traits, allowing them to spread disease or move faster.

Zombies are mindless automatons and can do nothing but follow orders. If left to their own devices, they stand motionless or move in search of living creatures to slaughter and devour. Zombies attack until destruction, regardless of their safety.

Although they are able to follow orders, zombies are often set free with the order to kill all living creatures. They are often encountered in packs that infest lands frequented by the living, in search of prey. Most zombies are created through Animate Dead. Such zombies are always standard, unless the creator also casts Speed or Remove Paralysis to create Fast Zombies or Contagion to create Infected Zombies.

Appendix A: Various Creatures

This appendix contains the statistics of various animals, parasites, and other creatures. The statistics are organized in alphabetical order.

Ape

Size/Type Medium beast, unaligned
Ability Str 3 Dex 2 Con 2 Int -2 Wis 1 Cha -2
Hit Points 24, Defense: 14, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m, climb 9 m
Challenge 1/2 (100 XP)

ActionsMultiattack. The ape makes two fist attacks.

Fist. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 6 (1d6 + 3) bludgeoning damage.

Rock. Ranged Weapon Attack: +5 to hit, range 8m, one target.

Hit: 6 (1d6 + 3) bludgeoning damage.

Armored Bear

Size/Type Huge beast, corrupted by Cattalm
Ability Str 7 Dex 2 Con 4 Int 1 Wis 1 Cha 1
Hit Points 90, Defense: 19, Initiative: +2
Saving Throws Fortitude +8, Reflex +6, Will +5
Movement 12 m, swim 9 m
Challenge 4 (450 XP)

Keen Smell. The bear has +1d6 to Awareness checks based on smell.

ActionsMultiattack. The bear makes two attacks: one with its bite and one with its claws.

Claws. Melee Weapon Attack: +9 to hit, reach 2 m, one target.

Hit: 17 (3d8 + 7) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 2 m, one target.

Hit: 20 (3d8 + 10) piercing damage.

Awakened Tree

Size/Type Huge plant, unaligned
Ability Str 4 Dex -2 Con 2 Int 0 Wis 0 Cha -2
Hit Points 51, Defense: 12, Initiative: +0
Movement 6 m
S. Throws Fortitude +4, Reflex +3, Will +3
Vul. to Damage Fire
Res. to Damage bludgeoning, piercing
Skills History +2
Senses Darkvision 18 m
Languages one language known by its creator
Challenge 2 (450 XP)

False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.

*ActionsSlam.** Melee Weapon Attack*: +6 to hit, reach 3 m, one target.

Hit: 14 (3d6 + 4) bludgeoning damage.

Axe Beak

Size/Type Large beast, unaligned
Ability Str 2 Dex 1 Con 1 Int -4 Wis 0 Cha -3
Hit Points 19, Defense: 13, Initiative: +1
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 15 m
Challenge 1/4 (50 XP)

*ActionsBeak.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 6 (1d8 + 2) slashing damage.

Baboon

Size/Type Small beast, unaligned
Ability Str -1 Dex 2 Con 0 Int -3 Wis 1 Cha -2
Hit Points 15, Defense: 14, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 6 m
Challenge 0 (10 XP)

Pack Tactics. The baboon has +1d6 on attack rolls against a creature if at least one of the baboon’ **s allies is within 1 meter of the creature and the ally isn’ **t incapacitated.

*ActionsBite.** Melee Weapon Attack*: +1 to hit, reach 1 m, one target.

Hit: 1 (1d4 - 1) piercing damage.

Badger

Size/Type Tiny beast, unaligned
Ability Str -3 Dex 0 Con 1 Int -4 Wis 1 Cha -3
Hit Points 15, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 20 ft, burrow 5 ft
Challenge 0(10 XP)

\

Keen Smell. The badger has +1d6 to Awareness checks that rely on smell.

*ActionsBite.** Melee Weapon Attack*: +3 to hit, reach 5 ft, one target.

Hit: 1 piercing damage.

Black Bear

Size/Type Medium beast, unaligned
Ability Str 3 Dex 0 Con 2 Int -4 Wis 1 Cha -2
Hit Points 24, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 12 m, climb 9 m
Challenge 1/2 (100 XP)

Keen Smell. The bear has +1d6 to Awareness checks based on smell.

ActionsMultiattack. The black bear makes two attacks: one with its bite and one with its claws.

Claws. Melee Weapon Attack: +4 to hit, reach 1 m, one target.

Hit: 7 (2d4 + 3) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 6 (1d6 + 3) piercing damage.

Size/Type Medium monstrosity, evil
Ability Str 1 Dex 3 Con 1 Int 0 Wis 1 Cha 0
Hit Points 19, Defense: 15, Initiative: +3
Vul. to Damage cold iron
S. Throws Fortitude +3, Reflex +3, Will +3
Movement 12 m
Challenge 1/4 (50 XP)

Keen Hearing and Smell. The dog has +1d6 on Awareness checks based on hearing or smell.

*ActionsBite.** Melee Weapon Attack*: +3 to hit, reach 1 m, one target.

Hit: 4 (1d6 + 1) piercing damage.

Teleport (Recharge 4-6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 12 meters to an unoccupied space it can see. Before or after teleporting, the dog can make a bite attack.

Blood Hawk

Size/Type Small beast, unaligned
Ability Str -2 Dex 2 Con 0 Int -4 Wis 2 Cha -3
Hit Points 17, Defense: 14, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 3 m, flight 18 m
Challenge 1/8 (25 XP)

Pack Tactics. The hawk has +1d6 on attack rolls against a creature if at least one of the hawk’ **s allies is within 1 meter of the creature and the ally isn’ **t incapacitated.

Keen Sight. The hawk has +1d6 on Awareness checks based on sight.

*ActionsBeak.** Melee Weapon Attack*: +3 to hit, reach 1 m, one target.

Hit: 4 (1d4 + 2) piercing damage.

Boar

Size/Type Medium beast, unaligned
Ability Str 1 Dex 0 Con 1 Int -4 Wis -1 Cha -3
Hit Points 19, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 12 m
Challenge 1/4 (50 XP)

Charge. If the boar moves at least 6 meters straight toward a target and then hits it with a tusk attack in the same round, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Fortitude Saving Throw or be knocked prone.

Relentless (Recharges after a 1 hour). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

*ActionsTusk.** Melee Weapon Attack*: +3 to hit, reach 1 m, one target.

Hit: 4 (1d6 + 1) slashing damage.

Brown Bear

Size/Type Large beast, unaligned
Ability Str 4 Dex 0 Con 3 Int -4 Wis 1 Cha -2
Hit Points 33, Defense: 13, Initiative: +0
Saving Throws Fortitude +4, Reflex +3, Will +3
Movement 12 m, climb 9 m
Challenge 1 (200 XP)

Keen Smell. The bear has +1d6 on Awareness checks based on smell.

ActionsMultiattack. The bear makes two attacks: one with its bite and one with its claws.

Claws. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 11 (2d6 + 4) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 8 (1d8 + 4) piercing damage.

Cat

Size/Type Tiny beast, unaligned
Ability Str -4 Dex 2 Con 0 Int -4 Wis 1 Cha -2
Hit Points 15, Defense: 14, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 12 m, climb 9 m
Challenge 0(10 XP)

Keen Smell. The cat has +1d6 on Awareness checks based on smell.

*ActionsClaws.** Melee Weapon Attack*: +2 to hit, reach 1 m, one target.

Hit: 1 slashing damage.

Constrictor Snake

Size/Type Large beast, unaligned
Ability Str 2 Dex 2 Con 1 Int -5 Wis 0 Cha -4
Hit Points 19, Defense: 14, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m, swim 9 m
Challenge 1/4 (50 XP)

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 1 m, one creature.

Hit: 5 (1d6 + 2) piercing damage.

Constrict. Melee Weapon Attack: +4 to hit, reach 1 m, one creature.

Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (DC 14 to escape). Until this grapple ends, the creature is restrained, and the snake can’ **t constrict another target.

Crocodile

Size/Type Large beast, unaligned
Ability Str 2 Dex 0 Con 1 Int -4 Wis 0 Cha -3
Hit Points 24, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 6 m, swim 9 m
Challenge 1/2 (100 XP)

Hold Breath. The crocodile can hold its breath for 15 minutes.

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 1 m, one creature.

Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (DC 12 to escape). Until the grapple ends, the crocodile can’ **t use its bite against another target.

Death Dog

Size/Type Medium monstrosity, evil
Ability Str 2 Dex 2 Con 2 Int -4 Wis 1 Cha -2
Hit Points 33, Defense: 15, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 12 m
Challenge 1 (200 XP)

Two-Headed. The dog has +1d6 on Awareness checks and on Saving Throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

ActionsMultiattack. The dog makes two bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 1 m, one target.

Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Fortitude Saving Throw against disease or become diseased. The disease has no effect for 24 hours and can be removed by any magic that cures disease. After each 24 hours, the creature must repeat the Saving Throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

Deer

Size/Type Medium beast, unaligned
Ability Str 0 Dex 3 Con 0 Int -4 Wis 2 Cha -3
Hit Points 15, Defense: 15, Initiative: +3
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 12 m
Challenge 0 (10 XP)

*ActionsBite.** Melee Weapon Attack*: +2 to hit, reach 1 m, one target.

Hit: 2 (1d4) piercing damage.

Dire Wolf (Metawolf)

Size/Type Large beast, unaligned
Ability Str 3 Dex 2 Con 2 Int -2 Wis 1 Cha -2
Hit Points 33, Defense: 15, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 15 m
Challenge 1 (200 XP)

Keen Hearing and Smell. The wolf has +1d6 on Awareness checks based on hearing or smell.

Pack Tactics. The wolf has +1d6 on attack rolls against a creature if at least one of the wolf’ **s allies is within 1 meter of the creature and the ally isn’ **t incapacitated.

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Fortitude Saving Throw or be knocked prone.

Eagle

Size/Type Small beast, unaligned
Ability Str -2 Dex 2 Con 0 Int -4 Wis 2 Cha -2
S. Throws Fortitude +3, Reflex +3, Will +3
Hit Points 15, Defense: 14, Initiative: +2
Movement 3 m, flight 18 m
Challenge 0 (10 XP)

Keen Sight. The eagle has +1d6 on Awareness checks based on sight.

*ActionsTalons.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 4 (1d4 + 2) slashing damage.

Elephant

Size/Type Huge beast, unaligned
Ability Str 6 Dex -1 Con 3 Int -4 Wis 0 Cha -2
Hit Points 89, Defense: 16, Initiative: -1
Saving Throws Fortitude +7, Reflex +3, Will +4
Movement 12 m
Challenge 4 (1000 XP)

Trampling Charge. If the elephant moves at least 6 meters straight toward a creature and then hits it with a gore attack on the same round, that target must succeed on a DC 16 Fortitude Saving Throw or be knocked prone. If the target is prone, the elephant can make a stomp attack against it as an Immediate Action.

*ActionsGore.** Melee Weapon Attack*: +6 to hit, reach 1 m, one target.

Hit: 19 (3d8 + 6) piercing damage.

Stomp. Melee Weapon Attack: +6 to hit, reach 1 m, one prone target.

Hit: 22 (3d10 + 6) bludgeoning damage.

Elk

Size/Type Large beast, unaligned
Ability Str 3 Dex 0 Con 1 Int -4 Wis 0 Cha -2
Hit Points 19, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 15 m
Challenge 1/4 (50 XP)

Charge. If the elk moves at least 6 meters straight toward a target and then hits it with a ram attack in the same round, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Fortitude Saving Throw or be knocked prone.

*ActionsRam.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 1 m, one prone creature.

Hit: 8 (2d4 + 3) bludgeoning damage.

Flying Snake

Size/Type Tiny beast, unaligned
Ability Str -3 Dex 4 Con 0 Int -4 Wis 1 Cha -3
Hit Points 17, Defense: 16, Initiative: +4
Saving Throws Fortitude +3, Reflex +4, Will +3
Movement 30 ft, swim 30 ft, fly 60 ft
Challenge 1/8 (25 XP)

Flyby. The snake doesn’ **t provoke opportunity attacks when it flies out of an enemy’ **s reach.

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 5 ft, one target.

Hit: 1 piercing damage plus 7 (3d4) poison damage.

Frog

Size/Type Tiny beast, unaligned
Ability Str -5 Dex 1 Con -1 Int -5 Wis -1 Cha -4
Hit Points 15, Defense: 13, Initiative: +1
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 6 m, swim 6 m
Challenge 0(0 XP)

Amphibious. The frog can breathe air and water.

Standing Leap. The frog can jump up to 3 meters long and up to 1 meter high, with or without a running start.

A frog has no attacks. It feeds on small insects and typically lives near marshes, in trees, or underground.

Giant Ape

Size/Type Huge beast, unaligned
Ability Str 6 Dex 2 Con 4 Int -2 Wis 1 Cha -2
Hit Points 146, Defense: 23, Initiative: +2
Saving Throws Fortitude +11, Reflex +9, Will +8
Movement 12 m, climb 12 m
Challenge 7 (2900 XP)

ActionsMultiattack. The ape makes two fist attacks.

Fist. Melee Weapon Attack: +9 to hit, reach 3 m, one target.

Hit: 22 (3d10 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 15m, one target.

Hit: 30 (7d6 + 6) bludgeoning damage.

Giant Badger

Size/Type Medium beast, unaligned
Ability Str 1 Dex 0 Con 2 Int -4 Wis 1 Cha -3
Hit Points 19, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 30 ft, burrow 10 ft
Challenge 1/4 (50 XP)

\

Keen Smell. The badger has +1d6 to Awareness checks that rely on smell.

ActionsMultiattack. The badger makes two attacks: one with its bite and one with its claws.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft, one target.

Hit: 6 (2d4 + 1) slashing damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft, one target.

Hit: 4 (1d6 + 1) piercing damage.

Giant Boar

Size/Type Large beast, unaligned
Ability Str 3 Dex 0 Con 3 Int -4 Wis -2 Cha -3
Hit Points 52, Defense: 14, Initiative: +0
Saving Throws Fortitude +5, Reflex +3, Will +3
Movement 12 m
Challenge 2 (450 XP)

Charge. If the boar moves at least 6 meters straight toward a target and then hits it with a tusk attack in the same round, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Fortitude Saving Throw or be knocked prone.

Relentless (Recharges after a 1 hour). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

*ActionsTusk.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 10 (2d6 + 3) slashing damage.

Giant Constrictor Snake

Size/Type Huge beast, unaligned
Ability Str 4 Dex 2 Con 1 Int -5 Wis 0 Cha -4
Hit Points 51, Defense: 16, Initiative: +2
Saving Throws Fortitude +3, Reflex +4, Will +3
Movement 30 ft, swim 30 ft
Challenge 2 (450 XP)

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 10 ft, one creature.

Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft, one creature.

Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (DC 16 to escape). Until the grapple ends, the creature is restrained, and the snake cannot constrict another target.

Giant Crab

Size/Type Medium beast, unaligned
Ability Str 1 Dex 2 Con 0 Int -5 Wis -1 Cha -4
Hit Points 17, Defense: 14, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m, swim 9 m
Challenge 1/8 (25 XP)

Amphibious. The crab can breathe air and water.

*ActionsClaw.** Melee Weapon Attack*: +3 to hit, reach 1 m, one target.

Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (DC 11 to escape). The crab has two claws, each of which can grapple only one target.

Giant Crocodile

Size/Type Huge beast, unaligned
Ability Str 5 Dex -1 Con 3 Int -4 Wis 0 Cha -2
Hit Points 108, Defense: 17, Initiative: -1
Saving Throws Fortitude +8, Reflex +4, Will +5
Movement 9 m, swim 15 m
Challenge 5 (1800 XP)

Hold Breath. The crocodile can hold its breath for 30 minutes.

ActionsMultiattack. The crocodile makes two attacks: one with its bite and one with its tail.

Tail. Melee Weapon Attack: +8 to hit, reach 3 m, one target not grappled by the crocodile.

Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Fortitude Saving Throw or be knocked prone.

Bite. Melee Weapon Attack: +8 to hit, reach 1 m, one target.

Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (DC 16 to escape). Until the grapple ends, the crocodile can’ **t use its bite against another target.

Giant Eagle

Size/Type Large beast, unaligned
Ability Str 3 Dex 3 Con 1 Int -1 Wis 2 Cha 0
S. Throws Fortitude +3, Reflex +4, Will +3
Hit Points 33, Defense: 16, Initiative: +3
Movement 3 m, flight 24 m
Languages Giant Eagle, understands Common and Ictun but can’ **t speak them
Challenge 1 (200 XP)

Keen Sight. The eagle has +1d6 on Awareness checks based on sight.

ActionsMultiattack. The eagle makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 6 (1d6 + 3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 10 (2d6 + 3) slashing damage.

Giant Elk

Size/Type Huge beast, unaligned
Ability Str 4 Dex 3 Con 2 Int -2 Wis 2 Cha 0
S. Throws Fortitude +4, Reflex +5, Will +4
Hit Points 51, Defense: 17, Initiative: +3
Movement 18 m
Challenge 2 (450 XP)

Charge. If the elk moves at least 6 meters straight toward a target and then hits it with a ram attack in the same round, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Fortitude Saving Throw or be knocked prone.

*ActionsRam.** Melee Weapon Attack*: +6 to hit, reach 3 m, one target.

Hit: 11 (2d6 + 4) piercing damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 1 m, one prone creature.

Hit: 22 (4d4 + 4) bludgeoning damage.

Giant Fire Beetle

Size/Type Small beast, unaligned
Ability Str -1 Dex 0 Con 1 Int -5 Wis -2 Cha -4
Hit Points 15, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m
Challenge 0(10 XP)

Illumination. The beetle sheds bright light in a 3-meter radius and dim light for an additional 6 meters.

*ActionsBite.** Melee Weapon Attack*: +2 to hit, reach 1 m, one target.

Hit: 2 (1d6 - 1) slashing damage.

Giant Froggy

Size/Type Medium beast, unaligned
Ability Str 1 Dex 1 Con 0 Int -4 Wis 0 Cha -4
Hit Points 19, Defense: 13, Initiative: +1
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m, swim 9 m
Challenge 1/4 (50 XP)

Amphibious. The frog can breathe air and water.

Standing Leap. The frog can jump up to 6 meters long and up to 3 meters high, with or without a running start.

*ActionsBite.** Melee Weapon Attack*: +3 to hit, reach 1 m, one target.

Hit: 4 (1d6 + 1) piercing damage and the target is grappled (DC 11 to escape). Until the grapple ends, the frog can’ **t use its bite against another target.

Swallow. The frog makes a bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, has total cover against attacks and other effects outside the frog, and takes 5 (2d4) acid damage at the start of each of the frog’ **s turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 1 meter of movement, exiting prone.

Giant Frog

Size/Type Large beast, unaligned
Ability Str 2 Dex 1 Con 1 Int -4 Wis 0 Cha -4
Hit Points 33, Defense: 14, Initiative: +1
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 6 m, swim 12 m
Challenge 1 (200 XP)

Amphibious. The toad can breathe air and water.

Standing Leap. The toad can jump up to 6 meters long and up to 3 meters high, with or without a running start.

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (DC 13 to escape). Until the grapple ends, the toad can’ **t bite another target.

Swallow. The toad makes a bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, has total cover against attacks and other effects outside the toad, and takes 10 (3d6) acid damage at the start of each of the toad’ **s turns. The toad can have only one target swallowed at a time.

If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 1 meter of movement, exiting prone.

Hit: 8 (2d4 + 3) bludgeoning damage.

Giant Goat

Size/Type Medium beast, unaligned
Ability Str 3 Dex 0 Con 1 Int -4 Wis 1 Cha -2
Hit Points 24, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 12 m
Challenge 1/2 (100 XP)

Charge. If the goat moves at least 6 meters straight toward a target and then hits it with a ram attack in the same round, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Fortitude Saving Throw or be knocked prone.

Sure-Footed. The goat has +1d6 on Fortitude and Reflex Saving Throws made against effects that would knock it prone.

*ActionsRam.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 8 (2d4 + 3) bludgeoning damage.

Giant Hyena

Size/Type Large beast, unaligned
Ability Str 3 Dex 2 Con 2 Int -4 Wis 1 Cha -2
Hit Points 33, Defense: 15, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 15 m
Challenge 1 (200 XP)

Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take an Immediate Action to move up to half its movement and make a bite attack.

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 10 (2d6 + 3) piercing damage.

Giant Lizard

Size/Type Large beast, unaligned
Ability Str 2 Dex 1 Con 1 Int -4 Wis 0 Cha -3
Hit Points 19, Defense: 13, Initiative: +1
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m, climb 9 m
Challenge 1/4 (50 XP)

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 6 (1d8 + 2) piercing damage.

VARIANT

Some giant lizards have one or both of the following traits.

Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Hold Breath. The lizard can hold its breath for 15 minutes. (A lizard with this trait also has a swimming speed of 9 meters.)

Giant Owl

Size/Type Large beast, neutral
Ability Str 1 Dex 2 Con 1 Int -1 Wis 1 Cha 0
Hit Points 19, Defense: 14, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 1 m, flight 18 m
Challenge 1/4 (50 XP)

Flyby. The owl doesn’ **t provoke opportunity attacks when it flies out of an enemy’ **s reach.

Keen Hearing and Sight. The owl has +1d6 on Awareness checks based on hearing or sight.

*ActionsTalons.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 8 (2d6 + 1) piercing damage.

Giant Poisonous Snake

Size/Type Medium beast, unaligned
Ability Str 0 Dex 4 Con 1 Int -4 Wis 0 Cha -4
Hit Points 19, Defense: 16, Initiative: +4
Saving Throws Fortitude +3, Reflex +4, Will +3
Movement 30 ft, swim 30 ft
Challenge 1/4 (50 XP)

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 10 ft, one target.

Hit: 6 (1d4 + 4) piercing damage and the target must make a DC 11 Fortitude Saving Throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Giant Rat

Size/Type Small beast, unaligned
Ability Str -2 Dex 2 Con 0 Int -4 Wis 0 Cha -3
Hit Points 17, Defense: 14, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m
Challenge 1/8 (25 XP)

Keen Smell. The rat has +1d6 to Awareness checks based on smell.

Pack Tactics. The rat has +1d6 to attack rolls against a creature if at least one of the rat’ **s allies is within 1 meter of the creature and the ally isn’ **t incapacitated.

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 4 (1d4 + 2) piercing damage.

VARIANT: DISEASED GIANT RAT

Some giant rats carry a foul disease that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 XP) and the following action instead of its normal bite attack.

Bite. Melee Weapon Attack: +4 to hit, reach 1 m, one target.

Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a Fortitude Saving Throw DC 10 or contract a disease. Until the disease is cured, Fortitude Saving Throw DC 12 every 24 hours, the target can’ **t regain hit points except by magical means, and the target’ **s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’ **s hit point maximum drops to 0 as a result of this disease, the target dies.

Giant Scorpion

Size/Type Large beast, unaligned
Ability Str 2 Dex 1 Con 2 Int -5 Wis -1 Cha -4
Hit Points 70, Defense: 17, Initiative: +1
Saving Throws Fortitude +5, Reflex +4, Will +3
Movement 12 m
Challenge 3 (700 XP)

ActionsMultiattack. The scorpion makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (DC 12 to escape). The scorpion has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack: +5 to hit, reach 1 m, one creature.

Hit: 7 (1d10 + 2) piercing damage, and the target must make a Fortitude Saving Throw DC 14, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Giant Sea Horse

Size/Type Large beast, unaligned
Ability Str 1 Dex 2 Con 0 Int -4 Wis 1 Cha -3
Hit Points 24, Defense: 14, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 0 m, swim 12 m
Challenge 1/2 (100 XP)

Charge. If the sea horse moves at least 6 meters straight toward a target and then hits it with a ram attack in the same round, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Fortitude Saving Throw or be knocked prone.

Water Breathing. The sea horse can breathe only underwater.

*ActionsRam.** Melee Weapon Attack*: +3 to hit, reach 1 m, one target.

Hit: 4 (1d6 + 1) bludgeoning damage.

Giant Shark

Size/Type Huge beast, unaligned
Ability Str 6 Dex 0 Con 5 Int -5 Wis 0 Cha -3
Hit Points 110, Defense: 18, Initiative: +0
Saving Throws Fortitude +10, Reflex +5, Will +5
Movement 0 ft, swim 50 ft
Challenge 5 (1800 XP)

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Blood Frenzy. The shark has +1d6 to melee attack rolls against any creature that doesn’ **t have all its Hit Points.

Water Breathing. The shark can breathe only underwater.

*ActionsBite.** Melee Weapon Attack*: +7 to hit, reach 5 ft, one target.

Hit: 22 (3d10 + 6) piercing damage.

Giant Spider

Size/Type Large beast, unaligned
Ability Str 2 Dex 3 Con 1 Int -4 Wis 0 Cha -3
Hit Points 33, Defense: 16, Initiative: +3
Saving Throws Fortitude +3, Reflex +4, Will +3
Movement 9 m, climb 9 m
Challenge 1 (200 XP)

Web Walker. The spider ignores movement restrictions caused by webbing.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 1 m, one creature.

Hit: 7 (1d8 + 3) piercing damage, and the target must make a Fortitude Saving Throw DC 11, taking 9

(2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 Hit Points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 9m, one creature.

Hit: The target is restrained by webbing. As an Action, the restrained target can make a Fortitude Saving Throw with Strength DC 12 and, on a success, break free. The webbing can also be attacked and destroyed (AC 10; Hit Points 5; vulnerability to fire damage; immunity to bludgeoning and poison damage).

Giant Vulture

Size/Type Large beast, unaligned
Ability Str 2 Dex 0 Con 2 Int -2 Wis 1 Cha -2
Hit Points 15, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 3 m, flight 18 m
Challenge 0 (10 XP)

Keen Sight and Smell. The vulture has +1d6 on Awareness checks based on sight or smell.

Pack Tactics. The vulture has +1d6 on attack rolls against a creature if at least one of the vulture’ **s allies is within 1 meter of the creature and the ally isn’ **t incapacitated.

ActionsMultiattack. The vulture makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +4 to hit, reach 1 m, one target.

Hit: 7 (2d4 + 2) piercing damage.

Talons. Melee Weapon Attack: +4 to hit, reach 1 m, one target.

Hit: 9 (2d6 + 2) slashing damage.

Giant Wasp

Size/Type Medium beast, unaligned
Ability Str 0 Dex 2 Con 0 Int -5 Wis 0 Cha -4
Hit Points 24, Defense: 14, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 10 ft, fly 50 ft
Challenge 1/2 (100 XP)

\

*ActionsSting.** Melee Weapon Attack*: +4 to hit, reach 5 ft, one creature.

Hit: 5 (1d6 + 2) piercing damage and the target must make a DC 11 Fortitude Saving Throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 Hit Points, the target is stable but poisoned for 1 hour, even after regaining Hit Points, and is paralyzed while poisoned in this way.

Giant Weasel

Size/Type Medium beast, unaligned
Ability Str 0 Dex 3 Con 0 Int -3 Wis 1 Cha -3
Hit Points 17, Defense: 15, Initiative: +3
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 12 m
Challenge 1/8 (25 XP)

Keen Hearing and Smell. The weasel has +1d6 on Awareness checks based on hearing or smell.

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 5 (1d4 + 3) piercing damage.

Giant Wolf Spider

Size/Type Medium beast, unaligned
Ability Str 1 Dex 3 Con 1 Int -4 Wis 1 Cha -3
Hit Points 19, Defense: 15, Initiative: +3
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 12 m, climb 12 m
Challenge 1/4 (50 XP)

Web Walker. The spider ignores movement restrictions caused by webbing.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 1 m, one creature.

Hit: 4 (1d6 + 1) piercing damage, and the target must make a Fortitude Saving Throw DC 11, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 Hit Points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Goat

Size/Type Medium beast, unaligned
Ability Str 1 Dex 0 Con 0 Int -4 Wis 0 Cha -3
Hit Points 15, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m
Challenge 0 (10 XP)

Charge. If the goat moves at least 6 meters straight toward a target and then hits it with a ram attack in the same round, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Fortitude Saving Throw or be knocked prone.

Sure-Footed. The goat has +1d6 on Fortitude and Reflex Saving Throws made against effects that would knock it prone.

*ActionsRam.** Melee Weapon Attack*: +3 to hit, reach 1 m, one target.

Hit: 3 (1d4 + 1) bludgeoning damage.

Hawk

Size/Type Tiny beast, unaligned
Ability Str -3 Dex 3 Con -1 Int -4 Wis 2 Cha -2
Hit Points 15, Defense: 15, Initiative: +3
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 3 m, flight 18 m
Challenge 0(10 XP)

Keen Sight. The hawk has +1d6 on Awareness checks based on sight.

*ActionsTalons.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 1 slashing damage.

Hunter Shark

Size/Type Large beast, unaligned
Ability Str 4 Dex 1 Con 2 Int -5 Wis 0 Cha -3
Hit Points 51, Defense: 15, Initiative: +1
Saving Throws Fortitude +4, Reflex +3, Will +3
Movement 0 ft, swim 40 ft
Challenge 2 (450 XP)

Blood Frenzy. The shark has +1d6 to melee attack rolls against any creature that doesn’ **t have all its Hit Points.

Water Breathing. The shark can breathe only underwater.

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 5 ft, one target.

Hit: 13 (2d8 + 4) piercing damage.

Hyena

Size/Type Medium beast, unaligned
Ability Str 0 Dex 1 Con 1 Int -4 Wis 1 Cha -3
Hit Points 15, Defense: 13, Initiative: +1
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 15 m
Challenge 0(10 XP)

Pack Tactics. The hyena has +1d6 on attack rolls against a creature if at least one of the hyena’ **s allies is within 1 meter of the creature and the ally isn’ **t incapacitated.

*ActionsBite.** Melee Weapon Attack*: +3 to hit, reach 1 m, one target.

Hit: 3 (1d6) piercing damage.

Jackal

Size/Type Small beast, unaligned
Ability Str -1 Dex 2 Con 0 Int -4 Wis 1 Cha -2
Hit Points 15, Defense: 14, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 12 m
Challenge 0 (10 XP)

Pack Tactics. The jackal has +1d6 to attack rolls against a creature if at least one of the jackal’ **s allies is within 1 meter of the creature and that ally isn’ **t incapacitated.

Keen Hearing and Smell. The jackal has +1d6 to Awareness checks based on hearing or smell.

*ActionsBite.** Melee Weapon Attack*: +2 to hit, reach 1 m, one target.

Hit: 1 (1d4 - 1) piercing damage.

Killer Whale (Orca)

Size/Type Huge beast, unaligned
Ability Str 4 Dex 0 Con 1 Int -4 Wis 1 Cha -2
Hit Points 69, Defense: 16, Initiative: +0
Saving Throws Fortitude +4, Reflex +3, Will +4
Movement 0 m, swim 18 m
Challenge 3 (700 XP)

Echolocation. The whale can’ **t use its blindsight while deafened.

Hold Breath. The whale can hold its breath for 30 minutes.

Keen Hearing. The whale has +1d6 on Awareness checks based on hearing.

*ActionsBite.** Melee Weapon Attack*: +6 to hit, reach 1 m, one target.

Hit: 21 (5d6 + 4) piercing damage.

Lion

Size/Type Large beast, unaligned
Ability Str 3 Dex 2 Con 1 Int -4 Wis 1 Cha -1
Hit Points 33, Defense: 15, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 15 m
Challenge 1 (200 XP)

Pounce. If the lion moves at least 6 meters straight toward a creature and then hits it with a claw attack on the same round, that target must succeed on a DC 13 Fortitude Saving Throw or be knocked prone. If the target is prone, the lion can make a bite attack against it as an Immediate Action.

Keen Smell. The lion has +1d6 on Awareness checks based on smell.

Running Leap. With a 3-meter running start, the lion can long jump up to 7 meters.

Pack Tactics. The lion has +1d6 on attack rolls against a creature if at least one of the lion’ **s allies is within 1 meter of the creature and the ally isn’ **t incapacitated.

*ActionsClaw.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 6 (1d6 + 3) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 7 (1d8 + 3) piercing damage.

Mammoth

Size/Type Huge beast, unaligned
Ability Str 7 Dex -1 Con 5 Int -4 Wis 0 Cha -2
Hit Points 129, Defense: 19, Initiative: -1
Saving Throws Fortitude +11, Reflex +5, Will +6
Movement 12 m
Challenge 6 (2300 XP)

Trampling Charge. If the mammoth moves at least 6 meters straight toward a creature and then hits it with a gore attack on the same round, that target must succeed on a DC 18 Fortitude Saving Throw or be knocked prone. If the target is prone, the mammoth can make a stomp attack against it as an Immediate Action.

*ActionsGore.** Melee Weapon Attack*: +8 to hit, reach 3 m, one target.

Hit: 25 (4d8 + 7) piercing damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 1 m, one prone creature.

Hit: 29 (4d10 + 7) bludgeoning damage.

Mastiff

Size/Type Medium beast, unaligned
Ability Str 1 Dex 2 Con 1 Int -4 Wis 1 Cha -2
Hit Points 17, Defense: 14, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 12 m
Challenge 1/8 (25 XP)

Keen Hearing and Smell. The mastiff has +1d6 on Awareness checks based on hearing or smell.

*ActionsBite.** Melee Weapon Attack*: +3 to hit, reach 1 m, one target.

Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Fortitude Saving Throw or be knocked prone.

Monkey

Size/Type Small beast, unaligned
Ability Str -3 Dex 2 Con 0 Int -3 Wis 1 Cha -2
Hit Points 19, Defense: 14, Initiative: +2
Skills Acrobatics +6, Awareness +3
S. Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m, climb 9 m
Challenge 1/4 (50 XP)

*ActionsScratch.** Melee Weapon Attack*: +3 to hit, reach 1 m, one target.

Hit: 1 (1d4 - 1) slashing damage.

Bite. Melee Weapon Attack: +2 to hit, reach 1 meter, one target.

Hit: 2 (1d4) piercing damage.

Owl

Size/Type Tiny beast, unaligned
Ability Str -4 Dex 1 Con -1 Int -4 Wis 1 Cha -2
Hit Points 15, Defense: 13, Initiative: +1
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 1 m, flight 18 m
Challenge 0(10 XP)

Flyby. The owl doesn’ **t provoke opportunity attacks when it flies out of an enemy’ **s reach.

Keen Hearing and Sight. The owl has +1d6 on Awareness checks based on hearing or sight.

*ActionsTalons.** Melee Weapon Attack*: +3 to hit, reach 1 m, one target.

Hit: 1 slashing damage.

Panther

Size/Type Medium beast, unaligned
Ability Str 2 Dex 2 Con 0 Int -4 Wis 2 Cha -2
Hit Points 19, Defense: 14, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 15 m, climb 12 m
Challenge 1/4 (50 XP)

Pounce. If the panther moves at least 6 meters straight toward a creature and then hits it with a claw attack on the same round, that target must succeed on a DC 12 Fortitude Saving Throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as an Immediate Action.

Keen Smell. The panther has +1d6 to Awareness checks based on smell.

*ActionsClaw.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 4 (1d4 + 2) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +4 to hit, reach 1 m, one target.

Hit: 5 (1d6 + 2) piercing damage.

Phase Spider

Size/Type Large monstrosity, unaligned
Ability Str 2 Dex 2 Con 1 Int -2 Wis 0 Cha -2
Hit Points 69, Defense: 18, Initiative: +2
Saving Throws Fortitude +4, Reflex +5, Will +3
Movement 9 m, climb 9 m
Challenge 3 (700 XP)

Web Walker. The spider ignores movement restrictions caused by webbing.

Ethereal Jaunt. As a Reaction, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 1 m, one creature.

Hit: 7 (1d10 + 2) piercing damage, and the target must make a Fortitude Saving Throw DC 14, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 Hit Points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Piranha

Size/Type Tiny beast, unaligned
Ability Str -4 Dex 3 Con -1 Int -5 Wis -2 Cha -4
Hit Points 15, Defense: 15, Initiative: +3
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 0 m, swim 12 m
Challenge 0(10 XP)

Blood Frenzy. The piranha has +1d6 on melee attack rolls against any creature that doesn’ **t have all its hit points.

Water Breathing. The piranha can breathe only underwater.

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 1 piercing damage.

Poisonous Snake

Size/Type Tiny beast, unaligned
Ability Str -4 Dex 3 Con 0 Int -5 Wis 0 Cha -4
Hit Points 17, Defense: 15, Initiative: +3
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 30 ft, swim 30 ft
Challenge 1/8 (25 XP)

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 5 ft, one target.

Hit: 1 piercing damage and the target must make a DC 10 Fortitude Saving Throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

Polar Bear

Size/Type Large beast, unaligned
Ability Str 5 Dex 0 Con 3 Int -4 Wis 1 Cha -2
Hit Points 52, Defense: 14, Initiative: +0
Saving Throws Fortitude +5, Reflex +3, Will +3
Movement 12 m, swim 9 m
Challenge 2 (450 XP)

Keen Smell. The bear has +1d6 to Awareness checks based on smell.

ActionsMultiattack. The bear makes two attacks: one with its bite and one with its claws.

Claws. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 12 (2d6 + 5) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 9 (1d8 + 5) piercing damage.

Rat

Size/Type Tiny beast, unaligned
Ability Str -4 Dex 0 Con -1 Int -4 Wis 0 Cha -3
Hit Points 15, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 6 m
Challenge 0(10 XP)

Keen Smell. The rat has +1d6 to Awareness checks based on smell.

*ActionsBite.** Melee Weapon Attack*: +2 to hit, reach 1 m, one target.

Hit: 1 piercing damage.

Raven

Size/Type Tiny beast, unaligned
Ability Str -4 Dex 2 Con -1 Int -4 Wis 1 Cha -2
Hit Points 15, Defense: 14, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 3 m, flight 15 m
Challenge 0(10 XP)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a child crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Survival check DC 10.

*ActionsBeak.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 1 piercing damage.

Reef Shark

Size/Type Medium beast, unaligned
Ability Str 2 Dex 1 Con 1 Int -5 Wis 0 Cha -3
Hit Points 24, Defense: 13, Initiative: +1
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 0 ft, swim 40 ft
Challenge 1/2 (100 XP)

\

Water Breathing. The shark can breathe only underwater.

Pack Tactics. The shark has +1d6 to an attack roll against a creature if at least one of the shark’ **s allies is within 5 feet of the creature and the ally isn’ **t incapacitated.

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 5 ft, one target.

Hit: 6 (1d8 + 2) piercing damage.

Rhinoceros

Size/Type Large beast, unaligned
Ability Str 5 Dex -1 Con 2 Int -4 Wis 1 Cha -2
Hit Points 51, Defense: 13, Initiative: -1
Saving Throws Fortitude +4, Reflex +3, Will +3
Movement 12 m
Challenge 2 (450 XP)

Charge. If the rhinoceros moves at least 6 meters straight toward a target and then hits it with a gore attack during the same round, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a Fortitude Saving Throw DC 15 or be knocked prone.

*ActionsGore.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 14 (2d8 + 5) bludgeoning damage.

Saber-Toothed Tiger

Size/Type Large beast, unaligned
Ability Str 4 Dex 2 Con 2 Int -3 Wis 1 Cha 0
Hit Points 51, Defense: 16, Initiative: +2
Saving Throws Fortitude +4, Reflex +4, Will +3
Movement 40 ft
Challenge 2 (450 XP)

\

Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Fortitude Saving Throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as an Immediate Action.

Keen Smell. The tiger has +1d6 to Awareness checks that rely on smell.

*ActionsClaw.** Melee Weapon Attack*: +6 to hit, reach 5 ft, one target.

Hit: 12 (2d6 + 5) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, one target.

Hit: 10 (1d10 + 5) piercing damage.

Saurovall, Draft

Size/Type Large beast, unaligned
Ability Str 4 Dex 0 Con 1 Int -3 Wis 0 Cha -2
Hit Points 19, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 12 m
Challenge 1/4 (50 XP)

*ActionsHooves.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 9 (2d4 + 4) bludgeoning damage.

Saurovall, Pony

Size/Type Medium beast, unaligned
Ability Str 2 Dex 0 Con 1 Int -3 Wis 0 Cha -2
Hit Points 17, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 12 m
Challenge 1/8 (25 XP)

*ActionsHooves.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 7 (2d4 + 2) bludgeoning damage.

Saurovall, Riding

Size/Type Large beast, unaligned
Ability Str 3 Dex 0 Con 1 Int -3 Wis 0 Cha -2
Hit Points 19, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 18 m
Challenge 1/4 (50 XP)

*ActionsHooves.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Saurovall, War

Size/Type Large beast, unaligned
Ability Str 4 Dex 1 Con 1 Int -2 Wis 1 Cha -2
Hit Points 24, Defense: 13, Initiative: +1
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 18 m
Challenge 1/2 (100 XP)

Trampling Charge. If the Saurovall moves at least 6 meters straight toward a target and then hits it with a hooves attack during the same round, the target must succeed on a Fortitude Saving Throw DC 14 or be knocked prone. If the target is prone, the Saurovall can make another hooves attack against it as an Immediate Action.

*ActionsHooves.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 11 (2d6 + 4) bludgeoning damage.

Il Saurovall: Legend has it that when Calicante first descended to Earth, he saw the horses and felt an incredible disgust for these hideous beings, making them all explode with a simple act of will. Not satisfied, moments later all equines met the same fate.

Donkeys, mules, horses, zebras… only camels and dromedaries, not being true equines, were spared, though many think Calicante is simply ignoring them…

Nethergal, rather shocked by the loss of a useful animal for carrying messages and rideable over long distances, and lacking the power to create a new creature from nothing, turned to Efrem and Orlaith. She asked Efrem to identify an animal that could be robust, fast, and suitable for riding, while asking Orlaith to instill obedience and courage in it.

Efrem, knowing that Torbiorn had brought millions of his beloved dinosaurs to the planet, chose the Parasaurolophus and, with Orlaith’ **s support, made it more compact, small, tame, herbivorous: perfect for riding.

He also created a smaller, dwarf version that could adapt to carrying creatures of small size.

Unfortunately mosquitoes, bedbugs, and flies remained, to everyone’ **s utmost displeasure!

Scorpion

Size/Type Tiny beast, unaligned
Ability Str -4 Dex 0 Con -1 Int -5 Wis -1 Cha -4
Hit Points 15, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 3 m
Challenge 0(10 XP)

*ActionsSting.** Melee Weapon Attack*: +2 to hit, reach 1 m, one creature.

Hit: 1 piercing damage, and the target must make a Fortitude Saving Throw DC 9, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

Spider

Size/Type Tiny beast, unaligned
Ability Str 2 (-5) Dex 2 Con -1 Int -5 Wis 0 Cha -4
Hit Points 15, Defense: 14, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 6 m, climb 6 m
Challenge 0(10 XP)

Web Walker. The spider ignores movement restrictions caused by webbing.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 1 m, one creature.

Hit: 1 piercing damage, and the target must succeed on a Fortitude Saving Throw 9 or take 2 (1d4) poison damage.

Stirgy

Size/Type Tiny beast, unaligned
Ability Str -3 Dex 3 Con 0 Int -4 Wis -1 Cha -2
Hit Points 17, Defense: 15, Initiative: +3
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 10 ft, fly 40 ft
Challenge 1/8 (25 XP)

\

*ActionsBlood Drain.** Melee Weapon Attack*: +4 to hit, reach 5 ft, one creature.

Hit: 5 (1d4 + 3) piercing damage and the stirge attaches to the target. While attached, the stirge doesn’ **t attack. Instead, at the start of each of the stirge’ **s turns, the target loses 5 (1d4 + 3) Hit Points due to blood loss.

The stirge can detach itself by spending 1 Action. It does so automatically after it has drained 10 Hit Points of blood from the target or the target dies. A creature, including the target, can use an Action to detach the stirge.

Swarm of Bats

Size/Type Medium swarm of Tiny beasts, unaligned
Ability Str -3 Dex 2 Con 0 Int -4 Wis 1 Cha -3
Hit Points 19, Defense: 14, Initiative: +2
Damage Resistances bludgeoning, piercing, slashing
S. Throws Fortitude +3, Reflex +3, Will +3
Movement 0 m, fly 9 m
Challenge 1/4 (50 XP)

Echolocation. The swarm can’ **t use its blindsight while deafened.

Swarm. The swarm can occupy another creature’ **s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’ **t regain hit points or gain temporary hit points.

Keen Hearing. The swarm has +1d6 to Awareness checks based on hearing.

*ActionsBites.** Melee Weapon Attack*: +4 to hit, reach 0 m, one creature in the swarm’ **s space.

Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Centipedes

Size/Type Medium swarm of Tiny beasts, unaligned
Ability Str -4 Dex 1 Con 0 Int -5 Wis -2 Cha -5
Hit Points 24, Defense: 13, Initiative: +1
Damage Resistances bludgeoning, piercing, slashing
S. Throws Fortitude +3, Reflex +3, Will +3
Movement 6 m, climb 6 m
Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature’ **s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’ **t regain hit points or gain temporary hit points.

*ActionsBites.** Melee Weapon Attack*: +4 to hit, reach 0 m, one target in the swarm’ **s space.

Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. A creature reduced to 0 hit points by a swarm of centipedes but stabilized remains poisoned for 1 hour, even after regaining hit points, and remains paralyzed by the poison during this period.

Swarm of Piranhas

Size/Type Medium swarm of Tiny beasts, unaligned
Ability Str 1 Dex 3 Con -1 Int -5 Wis -2 Cha -4
Hit Points 32, Defense: 16, Initiative: +3
Damage Resistances bludgeoning, piercing, slashing
S. Throws Fortitude +3, Reflex +4, Will +3
Movement 0 m, swim 12 m
Challenge 1 (200 XP)

Blood Frenzy. The swarm has +1d6 to melee attack rolls against any creature that doesn’ **t have all its hit points.

Water Breathing. The swarm can breathe only underwater.

Swarm. The swarm can occupy another creature’ **s space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can’ **t regain hit points or gain temporary hit points.

*ActionsBites.** Melee Weapon Attack*: +5 to hit, reach 0 m, one creature in the swarm’ **s space.

Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Poisonous Snakes

Size/Type Medium swarm of Tiny beasts, unaligned
Ability Str -1 Dex 4 Con 0 Int -5 Wis 0 Cha -4
Hit Points 19, Defense: 16, Initiative: +4
Damage Resistances bludgeoning, piercing, slashing
S. Throws Fortitude +3, Reflex +4, Will +3
Movement 9 m
Challenge 1/4 (50 XP)

Swarm. The swarm can occupy another creature’ **s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can’ **t regain hit points or gain temporary hit points.

*ActionsBites.** Melee Weapon Attack*: +4 to hit, reach 0 m, one creature in the swarm’ **s space.

Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer, and the target must make a Fortitude Saving Throw DC 10, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Swarm of Rats

Size/Type Medium swarm of Tiny beasts, unaligned
Ability Str -1 Dex 0 Con -1 Int -4 Wis 0 Cha -4
Hit Points 19, Defense: 12, Initiative: +0
Damage Resistances bludgeoning, piercing, slashing
S. Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m
Challenge 1/4 (50 XP)

Keen Smell. The swarm has +1d6 to Awareness checks based on smell.

Swarm. The swarm can occupy another creature’ **s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’ **t regain hit points or gain temporary hit points.

*ActionsBites.** Melee Weapon Attack*: +4 to hit, reach 0 m, one target in the swarm’ **s space.

Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm. The swarm can occupy another creature’ **s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’ **t regain hit points or gain temporary hit points.

*ActionsBites.** Melee Weapon Attack*: +3 to hit, reach 0 m, one target in the swarm’ **s space.

Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Ravens

Size/Type Medium swarm of Tiny beasts, unaligned
Ability Str -2 Dex 2 Con -1 Int -4 Wis 1 Cha -2
Hit Points 19, Defense: 14, Initiative: +2
Damage Resistances bludgeoning, piercing, slashing
S. Throws Fortitude +3, Reflex +3, Will +3
Movement 3 m, fly 15 m
Challenge 1/4 (50 XP)

Swarm. The swarm can occupy another creature’ **s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can’ **t regain hit points or gain temporary hit points.

*ActionsBeaks.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target in the swarm’ **s space.

Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Spiders

Size/Type Medium swarm of Tiny beasts, unaligned
Ability Str -4 Dex 1 Con 0 Int -5 Wis -2 Cha -5
Hit Points 24, Defense: 13, Initiative: +1
Damage Resistances bludgeoning, piercing, slashing
S. Throws Fortitude +3, Reflex +3, Will +3
Movement 6 m, climb 6 m
Challenge 1/2 (100 XP)

Web Walker. The swarm ignores movement restrictions caused by webbing.

Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.

Swarm. The swarm can occupy another creature’ **s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’ **t regain hit points or gain temporary hit points.

*ActionsBites.** Melee Weapon Attack*: +3 to hit, reach 0 m, one target in the swarm’ **s space.

Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Wasps

Size/Type Medium swarm of Tiny beasts, unaligned
Ability Str -1 Dex 1 Con 0 Int -5 Wis -2 Cha -5
Hit Points 24, Defense: 13, Initiative: +1
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 1m, fly 9 m
Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature’ **s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’ **t regain hit points or gain temporary hit points.

*ActionsBites.** Melee Weapon Attack*: +4 to hit, reach 0 m, one target in the swarm’ **s space.

Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Tiger

Size/Type Large beast, unaligned
Ability Str 3 Dex 2 Con 2 Int -4 Wis 1 Cha -1
Hit Points 33, Defense: 15, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 40 ft
Challenge 1 (200 XP)

\

Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Fortitude Saving Throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as an Immediate Action.

Keen Smell. The tiger has +1d6 to Awareness checks that rely on smell.

*ActionsClaw.** Melee Weapon Attack*: +5 to hit, reach 5 ft, one target.

Hit: 7 (1d8 + 3) slashing damage, 1 Bleeding damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target.

Hit: 8 (1d10 + 3) piercing damage.

Vulture

Size/Type Medium beast, unaligned
Ability Str -2 Dex 0 Con 1 Int -4 Wis 1 Cha -3
Hit Points 15, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 3 m, flight 15 m
Challenge 0 (10 XP)

Keen Sight and Smell. The vulture has +1d6 on Awareness checks based on sight or smell.

Pack Tactics. The vulture has +1d6 on attack rolls against a creature if at least one of the vulture’ **s allies is within 1 meter of the creature and the ally isn’ **t incapacitated.

*ActionsBeak.** Melee Weapon Attack*: +3 to hit, reach 1 m, one target.

Hit: 2 (1d4) piercing damage.

Swarm of Insects

Size/Type Medium swarm of Tiny beasts, unaligned
Ability Str -4 Dex 1 Con 0 Int -5 Wis -2 Cha -5
Hit Points 24, Defense: 13, Initiative: +1
Damage Resistances bludgeoning, piercing, slashing
S. Throws Fortitude +3, Reflex +3, Will +3
Movement 6 m, climb 6 m
Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature’ **s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’ **t regain hit points or gain temporary hit points.

*ActionsBites.** Melee Weapon Attack*: +3 to hit, reach 0 m, one target in the swarm’ **s space.

Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Winter Wolf

Size/Type Large monstrosity, evil
Ability Str 4 Dex 1 Con 2 Int -2 Wis 1 Cha -1
Hit Points 70, Defense: 17, Initiative: +1
Saving Throws Fortitude +5, Reflex +4, Will +4
Movement 15 m
Challenge 3 (700 XP)

Snow Camouflage. The wolf has +1d6 on Stealth (Hiding) checks made to hide in snowy terrain.

Keen Hearing and Smell. The wolf has +1d6 on Awareness checks based on hearing or smell.

Pack Tactics. The wolf has +1d6 on attack rolls against a creature if at least one of the wolf’ **s allies is within 1 meter of the creature and the ally isn’ **t incapacitated.

*ActionsBite.** Melee Weapon Attack*: +6 to hit, reach 1 m, one target.

Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Fortitude Saving Throw or be knocked prone.

Cold Breath (Recharge 5-6). The wolf exhales a blast of freezing wind in a 5-meter cone. Each creature in that area must make a DC 15 Reflex Saving Throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Wolf

Size/Type Medium beast, unaligned
Ability Str 1 Dex 2 Con 1 Int -4 Wis 1 Cha -2
Hit Points 19, Defense: 14, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 12 m
Challenge 1/4 (50 XP)

Keen Hearing and Smell. The wolf has +1d6 on Awareness checks based on hearing or smell.

Pack Tactics. The wolf has +1d6 on attack rolls against a creature if at least one of the wolf’ **s allies is within 1 meter of the creature and the ally isn’ **t incapacitated.

*ActionsBite.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Fortitude Saving Throw or be knocked prone.

Worg

Size/Type Large monstrosity, evil
Ability Str 3 Dex 1 Con 1 Int -2 Wis 0 Cha -1
Hit Points 24, Defense: 13, Initiative: +1
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 50 ft
Challenge 1/2 (100 XP)

\

Keen Hearing and Smell. The worg has +1d6 in Awareness checks that rely on hearing or smell.

*ActionsBite.** Melee Weapon Attack*: +5 to hit, reach 5 ft, one target.

Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Fortitude Saving Throw or be knocked prone.

Appendix B: Non-Player Characters

This appendix contains statistics for various humanoid non-player characters (NPCs) that adventurers might encounter during a campaign, from lowly commoners to powerful archmages. These statistics can be used to represent both human and non-human NPCs.

Customizing NPCs

There are many simple ways to customize the NPCs in this appendix for use in your home campaign.

Changing Spells. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC’ **s spell list with a different spell of the same level. Changing spells in this way doesn’ **t alter the NPC’ **s challenge rating.

Changing Weapons and Armor. You can upgrade or downgrade an NPC’ **s armor or add or change weapons. Adjustments to Defense and damage can change the NPC’ **s challenge rating.

Magic Items. The more powerful an NPC, the more likely it has one or more magic items. A wizard, for example, might have a magic wand or staff, as well as one or more potions and scrolls. Giving an NPC a potent magic item capable of dealing damage might alter its challenge rating.

Some example magic items are described later in this document.

Fighters

Fighters are individuals who earn a living by putting their sword in service to an individual or an ideal.

Guard

Size/Type Medium humanoid, any Trait
Ability Str 1 Dex 1 Con 1 Int 0 Wis 0 Cha 0
Hit Points 24, Defense: 13, Initiative: +1
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m
Challenge 1/2 (100 XP)

Guards include members of the city watch, sentinels in a citadel or fortified town, and the bodyguards of nobles and merchants.

*ActionsSpear.** Melee or Ranged Weapon Attack*: +3 to hit, reach 1 m or range 6m, one target.

Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Veteran

Size/Type Medium humanoid, any Trait
Ability Str 3 Dex 1 Con 2 Int 0 Wis 0 Cha 0
Hit Points 70, Defense: 17, Initiative: +1
Skills Athletics +5
S. Throws Fortitude +5, Reflex +4, Will +3
Movement 9 m
Languages Common
Challenge 3 (700 XP)

Warriors who have survived long, earning a great reputation as expert and skilled fighters.

ActionsMultiattack. The veteran makes two longsword attacks. If they have drawn a shortsword, they can also make a shortsword attack.

Longsword. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Shortsword. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 6 (1d6 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 30m, one target.

Hit: 6 (1d10 + 1) piercing damage.

Knight

Size/Type Medium humanoid, any Trait
Ability Str 3 Dex 0 Con 2 Int 0 Wis 0 Cha 2
Hit Points 70, Defense: 16, Initiative: +0
Saving Throws Fortitude +5, Reflex +3, Will +3
Movement 9 m
Challenge 3 (700 XP)

Knights are fighters who swear allegiance to rulers, religious orders, and noble causes. The knight’ **s Trait determines how far they are willing to honor their oath.

Brave. The knight has +1d6 on Saving Throws against being frightened.

ActionsMultiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 10 (2d6 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 30m, one target.

Hit: 5 (1d10) piercing damage.

Leadership (Recharges after 1 hour). For 1 minute, the knight can utter a special command or warning whenever a non-hostile creature within 9 meters of it that can see it makes an attack roll or Saving Throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

ReactionsParry. The knight can add 2 to its Defense against a melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

This category includes individuals who keep the world running, performing the necessary tasks to ensure that fields are cultivated, cities are administered, food is grown and new territories are explored.

Noble

Size/Type Medium humanoid, any Trait
Ability Str 0 Dex 1 Con 0 Int 1 Wis 2 Cha 3
Hit Points 17, Defense: 13, Initiative: +1
Skills Sense Emotions +4, Deception +5
S. Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m
Languages two languages of your choice
Challenge 1/8 (25 XP)

Nobles command the population by virtue of birthright or accumulated wealth. Among them are also courtiers who crowd the courts of the rich and powerful.

*ActionsRapier.** Melee Weapon Attack*: +3 to hit, reach 1 m, one target.

Hit: 5 (1d8 + 1) piercing damage.

ReactionsParry. The noble adds 2 to its Defense against a melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

Commoner

Size/Type Medium humanoid, any Trait
Ability Str 0 Dex 0 Con 0 Int 0 Wis 0 Cha 0
Hit Points 17, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m
Languages Common
Challenge 1/8 (25 XP)

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

*ActionsClub.** Melee Weapon Attack*: +2 to hit, reach 1 m, one target.

Hit: 2 (1d4) bludgeoning damage.

Criminals

Criminals are individuals who live on the edge of legality, making their living by engaging in activities often considered illegal and immoral.

Bandit/Pirate

Size/Type Medium humanoid, any Trait
Ability Str 0 Dex 1 Con 1 Int 0 Wis 0 Cha 0
Hit Points 17, Defense: 13, Initiative: +1
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m
Languages Common
Challenge 1/8 (25 XP)

Whether they are men of the street or the sea (pirates), these individuals make their living by preying on others.

*ActionsScimitar.** Melee Weapon Attack*: +3 to hit, reach 1 m, one target.

Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 24m, one target.

Hit: 5 (1d8 + 1) slashing damage.

Spy

Size/Type Medium humanoid, any Trait
Ability Str 0 Dex 2 Con 0 Int 1 Wis 2 Cha 3
Hit Points 33, Defense: 15, Initiative: +2
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m
Languages two languages of your choice
Challenge 1 (200 XP)

A spy is an individual trained in gathering secrets for someone, or sometimes to sell them to the highest bidder.

Sneak Attack (1/Turn). The spy deals 7 (2d6) extra damage when it hits a target with a weapon attack and has +1d6 on the attack roll, or when the target is within 1 meter of an ally of the assassin who isn’ **t incapacitated and the assassin doesn’ **t have -1d6 on the attack roll.

Cunning Action. During each of its turns, the spy can use an Immediate Action to take the Disengage, Hide, or Dash action.

ActionsMultiattack. The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 1 m, one target.

Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 9m, one target.

Hit: 5 (1d6 + 2) piercing damage.

Bandit Captain or Pirate

Size/Type Medium humanoid, any Trait
Ability Str 2 Dex 3 Con 2 Int 2 Wis 0 Cha 2
Hit Points 51, Defense: 17, Initiative: +3
Skills Athletics +4, Deception +4
S. Throws Fortitude +4, Reflex +5, Will +3
Movement 9 m
Languages two languages of your choice
Challenge 2 (450 XP)

Whether living on land or at sea, this is an individual with a great personality who manages to keep in line the rabble that responds to their orders.

ActionsMultiattack. The captain makes three melee attacks: two with the scimitar and one with the dagger. Or the captain makes two ranged attacks with daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 1 m, one target.

Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 1 m or range 6m, one target.

Hit: 5 (1d4 + 3) piercing damage.

ReactionsParry. The captain adds 2 to their Defense against a melee attack that would hit them. To do so, the captain must see the attacker and be wielding a melee weapon.

Assassin

Size/Type Medium humanoid, any Trait
Ability Str 0 Dex 3 Con 2 Int 1 Wis 0 Cha 0
Hit Points 162, Defense: 25, Initiative: +3
Skills Acrobatics +6, Stealth +9, Deception +3
S. Throws Fortitude +10, Reflex +11, Will +8
Movement 9 m
Languages Common plus two other languages
Challenge 8 (3900 XP)

Solitary or members of a guild, assassins are paid to eliminate, often silently and discreetly, rivals and enemies of their employers.

Assassinate. During its first round, the assassin has +1d6 on attack rolls against creatures that haven’ **t taken any round yet. Any hit the assassin scores against a surprised creature is a critical hit.

Sneak Attack (1/Turn). The assassin deals 14 (4d6) extra damage when it hits a target with a weapon attack and has +1d6 on the attack roll, or when the target is within 1 meter of an ally of the assassin who isn’ **t incapacitated and the assassin doesn’ **t have -1d6 on the attack roll.

Evasion. If the assassin is subjected to an effect that allows it to make a Reflex Saving Throw to take only half damage, the assassin takes no damage if it succeeds on the Saving Throw, and only half damage if it fails.

ActionsMultiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 1 m, one target.

Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 19 Fortitude Saving Throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 24m, one target.

Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 19 Fortitude Saving Throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Reaction: Opportunity Attack: the assassin makes a shortsword attack against a creature that moves through or out of its 1 meter reach.

Wizard

The wizard spends their life studying and practicing magic.

Adventuring Wizard

Size/Type Medium humanoid, any Trait
Ability Str -1 Dex 2 Con 0 Int 2 Wis 1 Cha 0
Hit Points 33, Defense: 15, Initiative: +3
Skills Arcana +5, History +5
S. Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m
Languages four languages of your choice
Challenge 1 (200 XP)

A novice Wizard who has successfully completed their first adventures and has begun to establish a reputation as a noble or infamous adventurer.

Spells. The wizard has MP 4. Its spellcasting ability is Intelligence (+4 to hit with spell attacks). The Wizard has prepared the following spells:

Cantrips (at will): Light, Mage Hand, Shocking Grasp

level 1 (4 slots): Charm Person, Arcane dart

level 2 (3 slots): Hold Person, Misty Step

*ActionsStaff.** Melee Weapon Attack*: +1 to hit, reach 1 m, one target.

Hit: 3 (1d8 - 1) bludgeoning damage.

Great Wizard

Size/Type Medium humanoid, any Trait
Ability Str -1 Dex 2 Con 0 Int 3 Wis 1 Cha 0
Hit Points 122, Defense: 22, Initiative: +3
Skills Arcana +6, History +6
S. Throws Fortitude +6, Reflex +8, Will +7
Movement 9 m
Languages four languages of your choice
Challenge 6 (2300 XP)

A Wizard who has established a fair reputation in the territory and who attracts students from all around.

Spells. The wizard has MP 9. Its spellcasting ability is Intelligence (+8 to hit with spell attacks). The Wizard has prepared the following spells:

Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation

level 1 (4 slots): Mage Armor, Arcane dart, Detect Magic, Shield

level 2 (3 slots): Misty Step, Suggestion

level 3 (3 slots): Counterspell, Fireball, Fly

level 4 (3 slots): Greater Invisibility, Ice Storm

level 5 (1 slot): Cone of Cold

*ActionsDagger.** Melee or Ranged Weapon Attack*: +5 to hit, reach 1 m or range 6m, one target.

Hit: 4 (1d4 + 2) piercing damage.

Reaction: Opportunistic Spell: the wizard reacts to an attack by casting a cantrip.

Archmage

Size/Type Medium humanoid, any Trait
Ability Str 0 Dex 2 Con 1 Int 5 Wis 2 Cha 3
Hit Points 233, Defense: 30, Initiative: +5
Skills Arcana +13, History +13
S. Throws Fortitude +13, Reflex +14, Will +14
Movement 9 m
Languages six languages of your choice
Challenge 12 (8400 XP)

A very powerful (and also very old) wizard who studies the secrets of the multiverse.

Spells. The wizard has MP 18. Its spellcasting ability is Intelligence (+15 to hit with spell attacks).

The archmage can cast Disguise Self and Invisibility at will and has prepared the following spells:

Cantrips (at will): Fire Bolt, Light, Mage Hand. Prestidigitation, Shocking Grasp

level 1 (4 slots): Mage Armor, Arcane dart, Identify, Detect Magic*

level 2 (3 slots): Mirror Image, Detect Thoughts, Misty Step

level 3 (3 slots): Counterspell, Lightning Bolt

level 4 (3 slots): Banishment, Stoneskin, Fire Shield*

level 5 (3 slots): Cone of Cold, Wall of Force, Scrying

level 6 (1 slot): Globe of Invulnerability

level 7 (1 slot): Teleport

level 8 (1 slot): *Mind Blank**

level 9 (1 slot): Time Stop

The archmage casts these {*} spells on itself before combat.

*ActionsDagger.** Melee or Ranged Weapon Attack*: +6 to hit, reach 1 m or range 6m, one target.

Hit: 4 (1d4 + 2) piercing damage.

Reaction: Opportunistic Spell: the wizard reacts to an attack by casting a 2nd level spell or lower.

Priests

Priests are devoted to a deity or faith who take care of imparting divine teachings to their flock.

Cultist

Size/Type Medium humanoid, any Trait
Ability Str 0 Dex 1 Con 0 Int 0 Wis 0 Cha 0
Hit Points 17, Defense: 13, Initiative: +1
Skills Deception +2, Religion +2
S. Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m
Languages Common
Challenge 1/8 (25 XP)

Cultists swear allegiance to dark powers, and in their beliefs and practices often show signs of madness.

Dark Devotion. The cultist has +1d6 on Saving Throws against being charmed or frightened.

*ActionsScimitar.** Melee Weapon Attack*: +3 to hit, reach 1 m, one creature.

Hit: 4 (1d6 + 1) slashing damage.

Acolyte

Size/Type Medium humanoid, any Trait
Ability Str 0 Dex 0 Con 0 Int 0 Wis 2 Cha 0
Hit Points 19, Defense: 12, Initiative: +0
Skills First Aid +4, Religion +2
S. Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m
Languages Common
Challenge 1/4 (50 XP)

Acolytes are members of the minor clergy, usually reporting to a higher-ranking priest. They perform various functions in a temple and are granted by their deity the ability to cast minor spells.

Spells. The acolyte has MP 1. Its spellcasting ability is Wisdom (+4 to hit with spell attacks). The acolyte has prepared the following spells:

Cantrips (at will): Sacred Flame, Light, Thaumaturgy

level 1 (3 slots): Bless, Cure Wounds, Sanctuary

*ActionsClub.** Melee Weapon Attack*: +2 to hit, reach 1 m, one target.

Hit: 2 (1d4) bludgeoning damage.

Cult leader

Size/Type Medium humanoid, any Trait
Ability Str 0 Dex 2 Con 1 Int 0 Wis 1 Cha 2
Hit Points 33, Defense: 15, Initiative: +2
Skills Deception +4, Religion +2
S. Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m
Languages Common and one other language
Challenge 1 (200 XP)

They are the leaders of a cult, who use their charisma and dogmas to influence the weak-willed.

Spells. The priest has MP 4. Its spellcasting ability is Wisdom (+3 to hit with spell attacks). The priest has prepared the following spells:

Cantrips (at will): Sacred Flame, Light, Thaumaturgy

level 1 (4 slots): Command, Inflict Wounds

level 2 (3 slots): Spiritual Weapon, Hold Person

Dark Devotion. The cultist has +1d6 on Saving Throws against being charmed or frightened.

ActionsMultiattack. The fanatic makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 1 m or range 6m, one creature.

Hit: 4 (1d4 + 2) piercing damage.

High Priest

Size/Type Medium humanoid, any Trait
Ability Str 0 Dex 0 Con 1 Int 1 Wis 3 Cha 1
Hit Points 51, Defense: 14, Initiative: +1
Saving Throws Fortitude +3, Reflex +3, Will +5
Movement 7 m
Languages two languages of your choice
Challenge 2 (450 XP)

They are individuals in command of a temple or other sacred place and who have several acolytes at their disposal.

Divine Eminence. As an Immediate Action, the priest can spend a spell slot to cause its melee weapon attack to deal an extra 10 (3d6) Light damage. The benefit lasts until the end of the round.

Spells. The priest has MP 6. Its spellcasting ability is Wisdom (+5 to hit with spell attacks). The priest has prepared the following spells:

Cantrips (at will): Sacred Flame, Light, Thaumaturgy

level 1 (4 slots): Cure Wounds, Guiding Bolt, Sanctuary

level 2 (3 slots): Spiritual Weapon, Lesser Restoration

level 3 (2 slots): Dispel Magic

*ActionsMace.** Melee Weapon Attack*: +4 to hit, reach 1 m, one target.

Hit: 3 (1d6) bludgeoning damage.

Savages

These individuals live on the fringes of civilization, sometimes rarely coming into contact with it. Uncomfortable within walls and in civilized lands, they are in their element when they can move through the wilderness.

Berserker

Size/Type Medium humanoid, any Trait
Ability Str 3 Dex 1 Con 3 Int -1 Wis 0 Cha -1
Hit Points 52, Defense: 15, Initiative: +1
Saving Throws Fortitude +5, Reflex +3, Will +3
Movement 9 m
Languages Common
Challenge 2 (450 XP)

Coming from wild lands, unpredictable berserkers gather in war bands and are always looking for conflicts to fight in.

Reckless. At the start of its turn, the berserker can gain +1d6 on all melee weapon attack rolls it makes during that turn, but attack rolls against it have +1d6 until the start of its next turn.

*ActionsGreataxe.** Melee Weapon Attack*: +5 to hit, reach 1 m, one target.

Hit: 9 (1d12 + 3) slashing damage.

Tribal Warrior

Size/Type Medium humanoid, any Trait
Ability Str 1 Dex 0 Con 1 Int -1 Wis 0 Cha -1
Hit Points 17, Defense: 12, Initiative: +0
Saving Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m
Languages Common
Challenge 1/8 (25 XP)

They are the defenders of tribes living on the fringes of civilization.

Pack Tactics. The tribal warrior has +1d6 on attack rolls against a creature if at least one of the fighter’ **s allies is within 1 meter of the creature and that ally isn’ **t incapacitated.

*ActionsSpear.** Melee or Ranged Weapon Attack*: +3 to hit, reach 1 m or range 6m, one target.

Hit: 4 (1d6 + 1) piercing damage

Druid

Size/Type Medium humanoid, any Trait
Ability Str 0 Dex 1 Con 1 Int 1 Wis 2 Cha 0
Hit Points 51, Defense: 15, Initiative: +1
Skills First Aid +4, Nature +3, Awareness +4
S. Throws Fortitude +3, Reflex +3, Will +4
Movement 9 m
Languages Druidic plus two other languages
Challenge 2 (450 XP)

Druids protect the natural world from monsters and the advance of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance. They are usually devoted to Efrem or Shayalia.

Spells. The Druid has MP 4. Its spellcasting ability is Wisdom (+4 to hit with spell attacks). The Druid has prepared the following spells:

Cantrips (at will): Druidcraft, Shillelagh, Produce Flame

level 1 (4 slots): Entangle, Thunderwave, Speak with Animals, Longstrider

level 2 (3 slots): Animal Messenger, Barkskin

*ActionsQuarterstaff.** Melee Weapon Attack: +3 to hit (+5 to hit with *Shillelagh), reach 1 m or range 6m, one target.

Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with Shillelagh or if wielded with two hands.

Scout

Size/Type Medium humanoid, any Trait
Ability Str 0 Dex 2 Con 1 Int 0 Wis 1 Cha 0
Hit Points 24, Defense: 14, Initiative: +2
Skills Stealth +6, Nature +4, Awareness +5, Survival +5
S. Throws Fortitude +3, Reflex +3, Will +3
Movement 9 m
Languages Common
Challenge 1/2 (100 XP)

Skilled hunters and trackers.

Keen Smell and Sight. The scout has +1d6 on Awareness checks based on smell or sight.

ActionsMultiattack. The scout makes two melee attacks or two ranged attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 1 m, one target.

Hit: 5 (1d6 + 2) piercing damage.

Longbow. Melee Weapon Attack: +4 to hit, range 45m, one target.

Hit: 6 (1d8 + 2) piercing damage.

Conversions from 5e

To convert monsters from the famous Role-Playing Game:

  • Defense equal to 12+CR+(CR/3)+Dexterity $\pm4$\
  • Saving Throws from CR+Ability Score $\pm2$\
  • Hit Points from (CR+1+(CR/5))15 + CON(CR/5) $\pm CR*2$\
  • Attack Roll from 3-18 (or CR*0.7+Strength / Dexterity $\pm3$\ )
  • Saving Throw DC from ability 10+CR+(CR/5) + Related Ability Score $\pm2$\
  • Initiative equal to Dexterity or Intelligence $\pm2$\
  • Damage per Round about 5*CR

Round up the CR in calculations.


Monster Templates and Suggestions

Here are suggestions on how to differentiate monsters and make them more specific to the situation. A monster with one of these templates will take on some appearance, ability, and gameplay traits typical of the template itself.

Specter

The Specter template gives the creature a ghostly appearance

Hit Points: increases by 4 per CR

Defense: increases by 4

Senses: Darkvision 18 m

Damage Resistance: Acid, Cold, Fire, Lightning, Thunder

Immunities: charmed, frightened, exhausted, grappled, paralyzed, petrified, poison, prone, restrained

Incorporeal Movement. The creature can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the creature has -1d6 on Attack Rolls and Awareness checks.

Attack: +1 to Attack Roll

| Damage: the damage dealt by the creature becomes Void damage | | — |

Cursed

The Cursed template gives the creature a corrupted and dark appearance

Hit Points: increases by 6 per CR

Defense: increases by 2

Damage Resistance: Void, Lightning

Immunities: charmed, frightened

Senses: Twilight Vision 18 m

Attack: +2 to Attack Roll

| Damage: +1d4 Void damage | | — |

Savage Beast

The Savage Beast template gives the creature a larger and more aggressive appearance

Hit Points: increases by 6 per CR

Defense: increases by 3

Movement: +3 m

Attack: +3 to Attack Roll

| Damage: +1d6 damage | | — |

Demonic

The Demonic template gives the creature a demonic appearance

Hit Points: increases by 8 per CR

Defense: increases by 6

Movement: +3 m

Senses: Darkvision 18 m

Damage Resistance: Cold, from non-magical weapons

Magic Resistance: +2 to Saving Throws against Spells

Darkvision: 18 m

Attack: +4 to Attack Roll

| Damage: +1d6 Bleeding | | — |

Skeleton

The Skeleton template gives the creature a skeletal appearance

Hit Points: increases by 4 per CR

Defense: increases by 1

Senses: Darkvision 18 m

Damage Resistance: piercing, slashing, Lightning, Fire

Damage Immunities: Poison

Immunities: exhausted, bleeding

Vulnerability: bludgeoning damage

Attack: +1 to Attack Roll

| Damage: +2 | | — |

Magic Infused

The Magic Infused template gives the creature a glowing appearance

Hit Points: increases by 4 per CR

Defense: increases by 3

Senses: Darkvision 18 m

Damage Resistance: Lightning, Fire, Light, Void

Magic Resistance: +1d6 to Saving Throws against Spells

Attack: +4 to Attack Roll against creatures with active spells or with MP >1

| Damage: instead of dealing damage, the creature can attempt to counter spells with DC equal to CR+Intelligence to cancel an active spell on the opponent | | — |

Oozekin

The Oozekin template gives the creature a gelatinous and fluid appearance

Hit Points: increases by 6 per CR

Defense: increases by 4

Damage Resistance: piercing, slashing

Movement: -1 m

Senses: Blindsight 18 m (blind beyond this radius)

Immunities: blinded, charmed, deafened, prone

Damage Immunities: Acid, Lightning, slashing, from critical hits

Magic Resistance: +1 to Saving Throws against Spells

Attack: +3

Damage: +1d8 Acid damage


Monster List by Challenge Rating

Conditions Penality Recovery
Fatigued 1 1h
Fatigued 2 2 1h
Fatigued 3 3 8h
Fatigued 4 4 12h
Fatigued 5 Unconscious 6h
Fatigued 6 Death

After 8 hours of rest, a creature goes from Fatigued 3 to Fatigued 2 and after another hour becomes Fatigued, provided they don’ **t suffer further fatigue.

Grappled: A grappled creature cannot move but can try to Push. It must use two Actions to break free, see combat section Grappling an opponent.

It can attack with melee weapons if small or with unarmed strikes. It has -2 to Defense and is Distracted.

The condition applies to both the grappled creature and the grappler.

Friendly: A friendly creature will not attack the character unless explicitly threatened.

Drowning/Holding Breath: Any character can hold their breath for a number of rounds equal to 6 rounds times their Constitution score, with a minimum of 3 rounds. For each Action taken, the remaining duration decreases by 1 round. After this period, the character must make a Fortitude Saving Throw with DC 12 each round to continue holding their breath. Each round, the DC increases by 2. See page

Deafened: A deafened character cannot hear. They automatically fail all Awareness checks based on sound and are considered Distracted when casting spells with at least verbal components.

Characters who remain deafened for long periods may become accustomed to these penalties and overcome some of them, at the Narrator’ **s discretion.

Poisoned: any subject under the influence of a poison or potion is considered poisoned, regardless of whether it is already producing effects or has yet to produce them given the onset time. A creature immune to Poison damage cannot have the Poisoned condition.

Restrained: a restrained creature has both arms immobilized. It can move by trying to Push, and must use two Actions to break free (see Grappling an opponent). It takes -4 to Defense and Reflex Saving Throws.

A Restrained spellcaster is Distracted and must make a Magic Check with a Critical Magic Success or fails to cast spells. -1d6 to Attack Rolls.

Someone who has Restrained a creature is considered Grappled.

Coup de Grace: As the only Action in the round, a creature can use a melee weapon to deliver a coup de grace to a helpless or defenseless character. They can also use a bow or crossbow, as long as they are adjacent to the target.

The attacker automatically hits and inflicts three critical hits. Creatures immune to critical hits cannot suffer a Coup de Grace.

Confused: A confused creature is mentally clouded and cannot act normally. A confused creature cannot distinguish an ally from an enemy and considers everyone as enemies.

If a confused creature is attacked, it always attacks the last creature that attacked it, until that creature dies or leaves its line of sight.

Roll a die on the following table at the start of each round of the confused creature to see what it does that round.

d10 Behavior
1 The creature uses all its Actions to move in a random direction. To determine the direction, roll a d8
2-5 The creature does nothing for the entire round
6 The creature attacks itself and ends the round
7-8 The creature attacks a randomly determined creature within 1 Movement Action. If it was hit in the previous round, it will attack the creature that hit it. After making the attack, the round ends.
9-10 The creature can act and move normally.

A confused creature that is unable to perform the indicated action will do nothing but babble incoherently. Attackers have no special advantage when attacking a confused creature. Any confused creature that is attacked automatically attacks its aggressor in return.

Distracted: If the spellcaster is severely distracted, hindered, disturbed, bleeding, grappled, attempting to hide the casting of magic, or under attack while trying to cast a spell, they must make a Magic Check.

Dominated: If you share a common language, you can generally force the subject to perform commands within the limits of their abilities. If you do not share any language, you can only give basic commands like come here, go there, fight, or stand still. You are aware of what the subject is feeling but do not receive direct sensory perceptions from them, nor can you communicate with them telepathically.

Once an order is given to the dominated creature, it continues to try to execute it to the exclusion of all other activities except those necessary for daily survival (such as eating, sleeping, and so on). Due to this limited spectrum of activity, an Awareness check with DC 15 (instead of DC 25) can determine if the subject’ **s behavior has been influenced by an enchantment effect.

By focusing completely on the spell (2 Actions), you can receive sensory perceptions as interpreted by the subject’ **s mind, although they still cannot communicate them. You cannot actually see through the subject’ **s eyes, so it’ **s not as if you were present, but you can get a sense of what is happening.

Obviously, orders that are clearly self-destructive will not be carried out. Once control is established, the range within which it can be maintained is unlimited as long as both subjects remain on the same plane. You don’ **t need to see the subject to control them. If you don’ **t spend at least 1 minute each day concentrating on the spell, the subject receives a new Saving Throw to break free from control.

Sleep: Whenever a character completes a 24-hour period without sleeping at least 8 hours, they must succeed on a Fortitude Saving Throw with DC 17, or become Fatigued. Each additional missed rest will make them even more Fatigued, accumulating the related penalties. If the character stays awake for multiple days, fighting against sleep becomes more difficult. After the first 24 hours, the DC increases by 4 for each consecutive 24-hour period spent without sleeping 8 hours. The DC returns to 17 when the character completes at least 8 hours of rest.

Flanking: a creature is flanked if it has two non-adjacent opponents around it and a hypothetical line connecting the opponents completely crosses the creature’ **s square. The two creatures gain +2 to Attack Rolls or Defense.

Flat-footed / Surprised: A surprised / flat-footed creature has a -2 penalty to Defense and Reflex Saving Throws. It cannot react and will not use Actions or Reactions unless explicitly permitted; from the next round, it can declare initiative and act normally.

Disabled: A disabled creature cannot take actions or reactions. It is Flat-footed (-4 to Defense and Reflex Saving Throws)

Grappling: A creature in a grapple is held by a creature, trap, or effect. See Grappled.

Helpless: A character who is asleep, Unconscious, Dying, or for some other reason completely at the mercy of their adversaries is considered Helpless.

A Helpless creature cannot take Actions or Reactions or speak. Melee attacks against it have a +1d6 bonus. It is not aware of what’ **s happening around it. The creature drops anything it is holding and falls prone.

The creature automatically fails Fortitude and Reflex Saving Throws.

The creature loses its Dexterity bonus to Defense.

Entangled: An entangled character has difficulty moving, but can still try to move, unless the bonds entangling them are anchored to an immobile object or held by an opposing force.

An entangled creature treats terrain as Difficult, cannot Run or Charge, and suffers a -2 penalty to Defense and Attack Rolls.

An entangled character who tries to cast a spell is considered Distracted.

Invisible: Invisible creatures cannot be perceived by sight. Whoever attacks a creature they cannot see has a -1d6 penalty to Attack Rolls. An invisible creature attacking a creature that cannot see it has a +1d6 bonus to Attack Rolls.

Dying : A dying character has -1 Hit Points. They are helpless. Each round they lose 1 hit point until they die or are healed. See HelplessNauseated: If the penalty is not already expressed, a nauseated creature has -1d6 to Attack Rolls, Saving Throws, and Skill Checks.

Dead: The character’ **s soul permanently leaves their body. Dead characters cannot benefit from normal or magical healing, and cannot be brought back to life by a spell. Only a Patron has sufficient power to return the soul to the body and bring the creature back to life. The School of Necromancy has spells to reanimate a body as undead.

Paralyzed: A paralyzed character cannot take Actions or Reactions or speak. Melee attacks against them have a +1d6 bonus, and they lose their Dexterity bonus to Defense. The creature is aware of what is happening around them but does not drop objects. The creature automatically fails Reflex Saving Throws.

A winged creature in flight, when paralyzed, can no longer flap its wings and falls. A paralyzed swimmer can no longer Swim and might drown.

The space occupied by a paralyzed (or dead) creature is considered difficult terrain.

Loss of Ability score points: when Ability scores decrease, remember to subtract any Hit Points (1 per point of Constitution lost per level), lower Saving Throws (Dexterity, Constitution, Wisdom), Attack Rolls (Strength and Dexterity), Defense: (Defense). If not indicated as permanent, you recover 1 point of all Ability scores per day of rest.

Petrified: A petrified character has been transformed into stone and is senseless and Helpless, and is considered an object.

If a petrified character cracks or breaks, but the broken pieces are joined to the body when it returns to flesh, the character is not injured or damaged. If the petrified body of the character is incomplete when it is transformed back into flesh, the body remains incomplete and might have some permanent loss of Hit Points and/or other impairments.

The creature has resistance to all damage. The creature is immune to poisons and diseases, but any poisons and diseases already in its system are only suspended, not neutralized. The creature has no perception of the environment or cognitive capabilities.

Fear, Frightened: A frightened creature has -1d6 to Attack Rolls, Saving Throws, and Skill Checks as long as the source of its fear is visible. A frightened creature cannot voluntarily approach the source of its fear.

Unconscious: It is considered Helpless.

Prone: A prone creature has a -4 penalty to attack and a -4 penalty to Defense. Standing up from prone costs 1 Action. You cannot become prone while flying.

The player can make an Acrobatics check; if they get 13 or higher, it costs 1 Immediate Action. If you critically fail the check, you cannot take any other actions that round and remain prone.

When you are prone, you can crawl. The terrain is considered difficult and you are still considered prone until you stand up.

Maximum Hit Points: a creature that suffers an attack that lowers Maximum Hit Points must first lower its current Maximum Hit Points and then decrease its current Hit Points by the same amount if not already subtracted. If Maximum Hit Points reach 0, the creature is dead. Maximum Hit Points are recovered at a rate of 1 per point of Constitution for 8 hours of rest.

Damage Resistance: a creature that has Damage Resistance is considered to automatically halve damage from the specified source, e.g., Damage Resistance: Sound. Damage Resistance can also be indicated with a numerical value, e.g., Damage Resistance: Fire 10. In this case, the protection works on the first 10 damage suffered; in the case of an effect that grants a Saving Throw to halve damage, first subtract the protection amount from the total, then perform the Saving Throw to halve the remaining damage.

Stunned/Dazed: It is considered Helpless. Can speak with difficulty.

Holding Breath: read Drowning/Holding BreathSlowed: a slowed creature is unable to perform all of its possible Actions in the round. Slowed is always indicated with two values: the first indicates how many fewer Actions are taken per round, the second the duration of the effect. If marked with a -, then it has no indicated end. When the duration is indicated, it means until the end of the expiration round. Ex. Slowed 1/3r, Slowed 2/-.

Squeezed : two medium or small creatures sharing the same map square are considered squeezed. Both creatures take -1d6 to Attack Rolls and Defense (-4) as long as they share the space. A creature can share a square with a creature of size at least three times larger without penalties.

Broken: The broken condition has the following effects, depending on the object:

  • If the object is a weapon, all attacks made with the object suffer a -2 penalty to Attack Rolls and damage. Such weapons score a Critical Hit only with 3 sixes and inflict at most only 1 times the additional damage.

  • If the object is armor or a shield, the bonus it grants to Defense is halved, rounding up. Broken armor doubles the armor check penalty to Skill Checks.

  • If the object is a tool necessary for a Skill, all Basic Skill checks made with it suffer a -2 penalty.

  • If the object is a Wand or Staff, use twice the necessary charges each time it is used.

  • If the object does not fall into any of the previous categories, the broken condition has no effect on its use. Objects with the broken condition, regardless of type, are worth 25\% of their normal cost. If the object is magical, it can only be repaired with the Fabricate spell used by a caster of level equal to or higher than the one who created the object.

Bleeding: A creature that is taking bleed damage takes the indicated amount of damage at the start of its turn. Damage Reduction (DR) does not work on bleed damage. Bleeding can be reduced by one point by succeeding on a First Aid check with DC 12, 2 Actions. For each point of Bleeding above 1, the difficulty increases by 2.

A treatment of 1 minute guarantees 1 success, without a check. Each Critical Success reduces bleeding by an additional point. Some bleeding effects cause ability damage or even ability drain.

Bleeding is reduced by 1 for each healing die from a Potion or Spell. If the subject’ **s Hit Points are restored to their maximum value, the bleeding ends. Bleeding continues even if the creature is dying.

Unless otherwise indicated, bleed damage stacks up to a maximum of 10 Hit Points per round. Bleed damage is indicated with Bleeding value/maximum value, where value is the bleeding score caused by the attack and maximum value is the maximum bleeding score that can be reached.

If the creature becomes dying, goes to negative Hit Points, and is then brought back to life, it loses the Bleeding effects.

Vulnerability: works opposite to Resistance. The damage is doubled before any Saving Throw.

Facilis descensus Averno (Easy is the descent to Hell). Virgilio - Eneide